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- Lights
- Cameras
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Required PBR textures:
- Base Color
- Roughness
- Metalness
- Normal
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Shess set set contains low poly and high-poly meshes (UV and textures included).
4K **PBR **pipeline for textures, Game Ready models.
Both, Hi and Low poly meshes has same uv's included, for easy using with nanit tehnology.
Pack contain fully setup **Blender **scene.
Meshes:
SM_Horse_LOW.fbx ( poly: 8052; vert: 8050 )
SM_Horse_HI.fbx (poly: 82452; vert:41224)
Horse.stl
SM_King_LOW.fbx ( poly: 11947; vert: 11936)
SM_King_HI.fbx ( poly: 85630; vert: 42805)
King.stl
SM_Officer_LOW.fbx ( poly: 9054; vert: 9050)
SM_Officer_HI.fbx ( poly: 92712; vert: 46352)
Offiser.stl
SM_Pawn_LOW.fbx ( poly: 9134; vert: 9130)
SM_Pawn_HI.fbx ( poly: 93532; vert: 46762)
Pawn.stl
SM_Quin_Low.fbx ( poly: 5693; vert: 5695)
SM_Quin_HI.fbx ( poly: 99102; vert: 49553)
Quin.stl
SM_Tour_LOW.fbx ( poly: 5693; vert: 5695)
SM_Tour_HI.fbx ( poly: 89910; vert: 44957)
Tour.stl
SM_Shess_Desk.fbx ( poly: 725; vert: 718)
SM_Shess_Desk_Close.fbx
SM_Shess_Desk_Open.fbx
Textures:
T_Horse_AO.tga
T_Horse_Black_D.tga
T_Horse_Black_R.tga
T_Horse_Black_S.tga
T_Horse_N.tga
T_Horse_White_D.tga
T_Horse_Black_PBR.tga
(in PBR pipeline where red channel = roughness; green = metalness; blue = ambient occlusion)
T_King_D.tga
T_King_N.tga
T_King_R.tga
T_Horse_Black_S.tga
T_King_White_D.tga
T_King_PBR.tga
(in PBR pipeline where red channel = roughness; green = metalness; blue = ambient occlusion)
T_Officer_AO.tga
T_Officer_Black_D.tga
T_Officer_N.tga
T_Officer_R.tga
T_Officer_S.tga
T_Officer_White_D.tga
T_Officer_PBR.tga
(in PBR pipeline where red channel = roughness; green = metalness; blue = ambient occlusion)
T_Pawn_AO.tga
T_Pawn_Black_D.tga
T_Pawn_N.tga
T_Pawn_R.tga
T_Pawn_S.tga
T_Pawn_White_D.tga
T_Pawn_PBR.tga
(in PBR pipeline where red channel = roughness; green = metalness; blue = ambient occlusion)
T_Quin_AO.tga
T_Quin_Black_D.tga
T_Quin_N.tga
T_Quin_R.tga
T_Quin_S.tga
T_Quin_White_D.tga
T_Quin_PBR.tga
(in PBR pipeline where red channel = roughness; green = metalness; blue = ambient occlusion)
T_Tour_D.tga
T_Tour_N.tga
T_Tour_R.tga
T_Tour_S.tga
T_Tour_White_D.tga
T_Tour_PBR.tga
(in PBR pipeline where red channel = roughness; green = metalness; blue = ambient occlusion)
Textures 1st ID:
T_Chess_Desk_AO.tga
T_Chess_Desk_D.tga
T_Chess_Desk_N.tga
T_Chess_Desk_R.tga
T_Chess_Desk_PBR.tga
(in PBR pipeline where red channel = roughness; green = metalness; blue = ambient occlusion)
Textures 2nd ID:
T_Chess_Desk_Side_AO.tga
T_Chess_Desk_Side_D.tga
T_Chess_Desk_Side_N.tga
T_Chess_Desk_Side_R.tga
T_Chess_Desk_Side_PBR.tga
(in PBR pipeline where red channel = roughness; green = metalness; blue = ambient occlusion)