Free3D

Realistic Wood Burnt Ashes building house Girder (1)
by Free3D
Last crawled date: 4 years ago
- V-Ray and standard materials
- Hi-Res Realistic product
- Correct scale
- Object(s) in their own layer (name via product name)
Maps in max archives (5K (5000 Polygons) version):
Diffuse 4096*4096px JPG
Normals 2048*2048px JPG
32 bit Displacement 2048*2048px exr
16 bit Displacement 2048*2048px jpg
These are optimized and are indistinguishable from 8192*8192px TIFFs (which take more RAM during rendering etc.)
Nevertheless if you want 105% quality, you can download the separate hires TIFF textures archive (around 250MB), which contains:
Diffuse 8192*8192px TIF
Normal 4096*4096px TIF
Displacement 16bit 4096*4096px TIF
Displacement 32bit 4096*4096px EXR
If you need just the original mesh without using displacement map during rendering, take the low poly version, subdivide it a couple of times and use the displacement map in 'displace' modifier (in 3ds max) or similiar in other applications, which will deform your mesh in viewport realtime, so you get the original hipoly mesh. You can use it, or use it as proxy or decimated it etc.
Objects are in their own layer called '_Merged_Buyed'. No part-name confusion when importing. Centered on 0,0,0.
- Hi-Res Realistic product
- Correct scale
- Object(s) in their own layer (name via product name)
Maps in max archives (5K (5000 Polygons) version):
Diffuse 4096*4096px JPG
Normals 2048*2048px JPG
32 bit Displacement 2048*2048px exr
16 bit Displacement 2048*2048px jpg
These are optimized and are indistinguishable from 8192*8192px TIFFs (which take more RAM during rendering etc.)
Nevertheless if you want 105% quality, you can download the separate hires TIFF textures archive (around 250MB), which contains:
Diffuse 8192*8192px TIF
Normal 4096*4096px TIF
Displacement 16bit 4096*4096px TIF
Displacement 32bit 4096*4096px EXR
If you need just the original mesh without using displacement map during rendering, take the low poly version, subdivide it a couple of times and use the displacement map in 'displace' modifier (in 3ds max) or similiar in other applications, which will deform your mesh in viewport realtime, so you get the original hipoly mesh. You can use it, or use it as proxy or decimated it etc.
Objects are in their own layer called '_Merged_Buyed'. No part-name confusion when importing. Centered on 0,0,0.