GoPro HERO4 Waterproof Housing Low-poly 3D model
It is the high-quality low-poly 3D model GoPro HERO4 Waterproof Housing used in various fields 3D Graphics such as: game development, advertising, interior design, motion picture art, visualization, etc.. Modeling was made with ortho-photos of real Case that is why all details of design are recreated most authentically.
The competently think over topology low-poly model allows for a minimum amount of polygons get the maximum quality, which can be enough even for closeups.
The model uses 6 simple color materials and 1 for glass. One material of black plastic uses Noise bump texture. If you use V-Ray renderer and V-Ray MTL material set “BRDF Type” as “Phong” for correct glossiness effect. For correct reflecting effect you need set “Use Fresnel” and “Fresnel IOR” is 5. For the best Bump depth we set Bump Multiplier is 0.15 in Maya Software materials or V-Ray MTL materials for Maya.
Total of the main textures - 1. Resolution of texture is 512 pixels square resolution in .png format.
You can tilt head of Case with the simple rotation head group.
The model was created in the 'Maya 2009' 3D program.
The model has correct dimensions in real-world scale in centimeters. All parts correctly grouped and named.
Also there is prepared render-scene created in the “Maya 2014” with renderer plug-in V-Ray 2.40. This scene correctly opens in earlier versions up to the “Maya 2012” with V-Ray 2.0 because it is saved in the .ma format. Render-scene includes 6 V-Ray Rect Light + reflectors. The V-Ray MTL material is assigned to model. On Timeline was set animation keys for model and Render Camera position relevant Preview Images. If you don’t need these positions don’t forget to delete animation keys from translation and rotation channels.
To use the model in other 3D programs there are scenes saved in formats: .fbx, .obj, .DAE, .max(2010 version).
Note: This is the Low-Poly model and it is not designed for the use of any smoothing modifiers.
See also our model:
- GoPro HERO4 Black Edition;