Human Skull Game Ready is a low poly model and uses the metalness PBR workflow and includes 4096×4096 textures.
Model was rendered in 3ds Max with V-Ray (that support PBR textures). Some images was rendered in Unreal Engine 4.16 and Unity 5.6 (watermark with the logo of the engine).
Intended for game or real time use, but have enough details to be used as background element, in design visualization or film.
Model was not intended for subdivision. Clean topology and no N-Gons.
Model created in real world size, dimensions 21cm x 14cm x 19cm.
This 3d model contain 2 objects (human_skull and human_skull_maxillary). No LODs included (Unreal Engine is capable to create his own LODs).
This model has non-overlapping lightmap UVs in the UV2 channel and is ready for lightmap baking in real-time engines.
Textures and Materials
The Normal, Occlusion and other textures was baked using a high mesh created in ZBrush (the high mesh not included).
This model use only 1 material.
For 3ds Max includes 6 files for each material (4096×4096 .TIFF)
For Unreal Engine 4 includes 3 files for each material (4096×4096 .PNG)
- Occlusion/Roughness/Metallic (all 3 maps packaged together)
For Unity includes 3 files for each material (4096×4096 .PNG)
- MetallicSmoothness (Unity 5 Standard Shader Packed)
3ds Max file not include any light and camera, only the model.
For Unreal Engine unzip the file called Human_Skull_UE4. The Unreal download includes a folder structure, drop Human_Skull folder into your Content folder. The Unreal files were created in 4.16.3.
For Unity just import the unity package file. The Unity file is a .unitypackage, generated in Unity 5.6.1.
All textures, both for Unreal Engine and for Unity, can be found in separate archives.
The FBX file is pre-triangulated and has non-overlapping lightmap UVs in the UV2.
Are also included a OBJ file.
For any help about this file, please feel free to contact me through my profile page and I’ll be glad to help.