FBX | 260 MB

DESCRIPTION

CONTENTS: PROBE ASSET MADE OF 4 PARTS – MAIN, INSIDE, FRONT(SENSOR) AND BACK(THRUSTERS); SUBSTANCE AND DEFAULT MATERIALS, PBR TEXTURES; PREFABS

MESH FORMAT: .FBX

POLYGON COUNT(TRIANGLES):

26K MAIN + FRONT + BACK

35K MAIN + INSIDES + FRONT + BACK

18K MAIN + INSIDES

TEXTURES: 4 TEXTURESETS, EACH 2048 X 2048

ALBEDOTRANSPARENCY

METALLICSMOOTHNESS

NORMAL

FLUTING (NORMAL)

EMISSIVE

AO

CURVATURE

SUBSTANCE SPECIFIC MASKS

IMAGE FORMAT: .PNG

PBR: METALL/ROUGHNESS

EDITABLE: SUBSTANCE MATERIALS, SEPARATE MODEL PARTS

The Probe is a spherical, unmanned vehicle capable of floating and flying and comparable to a drone in its autonomous or remote controlled operation.

This asset is quite detailed and created with an eye towards current and next-generation needs in the gaming, VR and real-time film spaces.

While not specifically advertised as a modular asset, the probe is built from and provided as 4 basic mesh components:

main

inside (2 separate meshes – front and back)

front(sensor)

back(thrusters)

Each of those 4 main parts has its own texture-set and material.

Having the inside parts separated allows you to not render them, if you choose to have the front and back parts attached. This saves texture memory and avoids rendering unnecessary polygons.

Materials for The Probe are provided in form of substance .sbsar files, which contain procedural materials allowing for significant customization.

Highlights:

2 main, plain material choices – painted metal and plastics

a mix of both, where the plastic parts act as accents to the painted metal parts

a 4th camouflage material

emissive controls for each

parametric dirt

hero decal: use your own logo/icon on the model!

There’s prefabs for The Probe in different assembly variations for substance materials as well es for default(static) materials.

The chart to the left provides an overview of the specific settings available and demonstrates some of the variations that can be achieved.

You can add parametric dirt to the materials and have control over the intensity(dirt level), as well as the contrast and grunge amount. Notice, that the dirt is not evenly distributed and will in fact be more pronounced in crevices, which is achieved through the supplied AO and curvature maps.

No matter the material choice, you have control over the emissive strength, as well as the emissive hue.

The front part allows for the activation of a hero decal, which can be any 512 by 512 image you supply.

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