Mushroomhouse subdivision and low poly 3d model
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Mushroomhouse subdivision and low poly

Mushroomhouse subdivision and low poly

by 3dExport
Last crawled date: 1 year, 7 months ago
The model is about a fantasy scenario of a shop from a town or village of residents who live in cute little mushroom houses.
The meshes were modeled in 3ds Max. All elements largely consist of quads and can be tessellated with Turbosmooth. You can download the scene in different subdivision levels as FBX or OBJ format. As a 3ds Max file, there is an instantiated Turbosmooth modifier on all objects (except for the ground plane).
This object contains no rigs.
Most of the models in this scene have unwrapped UVs, some UVs use parts of the atlases. The red toadstool, for example, consists of three parts, each part having its own UV atlas and its own material. All other mushrooms each consist of one material and each share an atlas. I have added some templates to the sample images.
The materials have all been procedurally created in Substance Designer as PBR Metallic / Roughness in a stylized way, the textures are available for download in a 2K resolution. If you need textures in higher resolution, you can generate them quickly and easily using the SBSAR files (see Substance Material Models).
In addition to the 2K textures for all objects, all Substance project files are included in the download so that you can change the materials as you wish. You will also receive the Substance Archive Files (SBSAR), which you can either use directly with a corresponding Substance Connection in your 3D application, or load with the free Substance Player Tool, export them in up to 8K textures and also change the seed.
For the renderings here, I largely used Vray 5 update 1.2. As of Vray 5 Update 1, the translucency property of the VrayMtl includes an SSS and a volume parameter. For example, if the small mushrooms appear black even in good lighting, your Vray version may not be up to date.
For example, since the roughness of the Vray material behaves differently than the metallic roughness of the Iray material, I added a Color Correction Node to the textures to compensate for them. Mushrooms and grass also have a translucency property.
I used a Vray Domelight, Vray Spherical Lights and a Backlight (also Vray Sperical Light) as lighting for the renderings. Two EXR images for the dome light are included with the download.

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