After completing and ordering and receiving payment, the author does not have the right to transfer the model to third parties, publish model files or textures in public access, upload model files or textures to the drains.
The author retains the right to use the model and textures in his commercial media projects (not for the files re-sale, without opensource).
Renders and screenshots can be published publicly and used as your portfolio.
Terms of implementation by agreement (would be argeed with the artist).
Requirements for the model:
– The presence of several screenshots at different stages of modeling. 30,50,75% of modelling step.
– Approximately 50.000 polygons (preferably 20.000);
– Landing gears and smaller parts should be included and rig-ready (you must not add bones or rig any model element).
– Highpoly (extra one) model needed for the further normal map baking parts.
– The model must be subdivision ready (3 bevels by side for the correct smoothing) (you shouldn’t apply subdivision surface modifier). Subdivided model should have no shading issues;
– The scale of the model should be same as the real one. There can be small errors.
– Net grid without Ngon’s and no tris (or in the minimum amount);
– No Non-manifold geometry and doubles vertices (metric system, default settings). *While you select non-manifold geomery there should be turned off just the Boundaries checkbox;
– The presence of UV (can be overlapping, non-overlapping or mixed. All overlapping methods must be clear and have no crossing with the different UV islands);
– The presence of 4-6 pbr materials per model; I’d like to get about 15 px/m texel density (it will be discussed at the mapping step).
– All objects should be joined/separated by materials (4-6 objects at all).
– UV map can use only clear overlapping method. Smaller slands shouldn’t be a part of bigger one and be placed inside each other.
– Presence of textures (4096×4096 and 8192×8192) of the format .png or .sbs (substance painter) file for the texture export by my side.
– Hand-painted PBR textures (Substance Painter/Designer, 3D Coat, Quixel etc);
– The presence of pbr maps: BaseColor, Normal (OpenGL), AO (Ambient Occlusion), Roughness, Metallic, Emission, Opacity (if needed) maps;
– Emissive map should be included to show the working version of the device.
– All logos, menus should be as much similiar to the original as possible.
– Normal map baked from the high poly sculpted model(s) or high quality generated (Substance painter f.x.);
The resulting file is sent as an archive in the .zip or .rar format.
The model itself can be represented in the formats obj, fbx (without triangulation);
We can discuss every part of the job in detail, it’s polycount and final design at any step of the job.
You don’t have to create high quality renders of the model, if you don’t need it for yourself (Portfolio may be, etc.)
After the successfull completing of this job, I’d like to offer more similiar contracts and write the detailed review.
Budget: $70
Posted On: August 18, 2024 09:15 UTC
Category: 3D Modeling & Rendering
Skills:Blender, UV Mapping, Maxon Cinema 4D, 3D Texturing, 3D Modeling, 3D Design, Autodesk 3ds Max, Substance Painter, 3D Vehicle Modeling, Subdivision Design
Skills: Blender, UV Mapping, Maxon Cinema 4D, 3D Texturing, 3D Modeling, 3D Design, Autodesk 3ds Max, Substance Painter, 3D Vehicle Modeling, Subdivision Design
Country: Kazakhstan
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