Pioneer house level 1

LandingSequence

Pioneer house level 1

=== General

This house was created in the year 1408, when electric light wasn’t even a thought and the wood had to be laboriously processed for the construction.

=== Geometry

The meshes were modeled in 3ds Max. Subdivision: 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 the grass instances and the tree trunk. The grass strubs where distributed with Forest pro and turned to instances (no plugin needed). The tree trunk has no subdivision modifier, because it’s tesselated on rendering with a displacement mod. The tree leaves are made of quad polys and with an opacity shape texture. LowPoly: In addition you can download a game ready glTF scene with converted materials.

=== Scene

The 3ds Max scene is structured in Layers - no groups! Cameras and Vray lights are located in separate layers, subdivision objects and grass instances are separated in the root layer. There is also a PBR 3ds Max version (2019-2022) with the Autodesk PBR material, configuret with the Default scanline renderer.

=== Rigging

This object contains no rigs.

=== UVs

The models (sub division and also low poly) consists unwrapped UVs, mostly overlapped to have a tiling in at least one direction.

=== Materials / Textures

The materials have all been procedurally created in SD as PBR Metallic / Roughness in a stylized way, the textures are available for download in a 2K resolution. the subdivision 3ds Max scenes contain Vray (version 5) materials, the low poly gltf version contains 1K resolution textures. In additions this material is also good for exporting to game engines or converting for BabylonJS.

=== Renderings

For the renderings here, I largely used Vray 5 update 1.3 and also for a WebGL renderer. Tree leaves and grass strubs are made with Vray2Sided material and a translucency map. 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.

=== lights

I used a Vray Domelight, Vray Spherical Lights and a Backlight (also Vray Sperical Light) as lighting for the renderings. An EXR images for the dome light is included with the download.

=== Formats

  • Geometries: Max Vray (2022,2021,2020,2019) / Max Scanline PBR (2022,2021,2020,2019) / FBX (Low, Med, High) / OBJ (Low, Med) / glTF with textures / USDZ

  • Textures: PNG 16bit / PNG 8 bit / EXR (Environment Lighting)

Facecount: 88919 Vertexcount: 91573

Product Specs

Category: 3D / Architecture
Created: Dec 14, 2021

=== General

This house was created in the year 1408, when electric light wasn’t even a thought and the wood had to be laboriously processed for the construction.

=== Geometry

The meshes were modeled in 3ds Max. Subdivision: 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 the grass instances and the tree trunk. The grass strubs where distributed with Forest pro and turned to instances (no plugin needed). The tree trunk has no subdivision modifier, because it’s tesselated on rendering with a displacement mod. The tree leaves are made of quad polys and with an opacity shape texture. LowPoly: In addition you can download a game ready glTF scene with converted materials.

=== Scene

The 3ds Max scene is structured in Layers - no groups! Cameras and Vray lights are located in separate layers, subdivision objects and grass instances are separated in the root layer. There is also a PBR 3ds Max version (2019-2022) with the Autodesk PBR material, configuret with the Default scanline renderer.

=== Rigging

This object contains no rigs.

=== UVs

The models (sub division and also low poly) consists unwrapped UVs, mostly overlapped to have a tiling in at least one direction.

=== Materials / Textures

The materials have all been procedurally created in SD as PBR Metallic / Roughness in a stylized way, the textures are available for download in a 2K resolution. the subdivision 3ds Max scenes contain Vray (version 5) materials, the low poly gltf version contains 1K resolution textures. In additions this material is also good for exporting to game engines or converting for BabylonJS.

=== Renderings

For the renderings here, I largely used Vray 5 update 1.3 and also for a WebGL renderer. Tree leaves and grass strubs are made with Vray2Sided material and a translucency map. 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.

=== lights

I used a Vray Domelight, Vray Spherical Lights and a Backlight (also Vray Sperical Light) as lighting for the renderings. An EXR images for the dome light is included with the download.

=== Formats

  • Geometries: Max Vray (2022,2021,2020,2019) / Max Scanline PBR (2022,2021,2020,2019) / FBX (Low, Med, High) / OBJ (Low, Med) / glTF with textures / USDZ

  • Textures: PNG 16bit / PNG 8 bit / EXR (Environment Lighting)

Facecount: 88919 Vertexcount: 91573

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