Need 3d Model for INSTAX MINI 40 CAMERA. And the 3d model should be done with our required details.
Budget: ₹1,500 – ₹12,500 INR
3d Model Requirement
The 3d Model should match the images which we are given. Texture and Dimensions also should match.
Mesh / Geometry
• 3Ds Max 2019 + must be used to create the model.
. Use Substance Painter and Photoshop for texturing.
• Non-manifold geometry is not supported.
• Model should not include Ngons.
• Semi-transparent/transparent parts should be separated from the opaque parts.
• Transformation, rotation, and scale should be reset.
• The name of the mesh should include the SKU provided on the job page. Please follow the format below:
o geo_opq_SKU_main (opaque meshes)
o geo_trp_SKU_main (meshes with transparency)
• Triangles count should be between 5,000 to 50,000.
• Scene and export units should be in Inches.
UV Requirements
• The entire geometry needs to be UV unwrapped.
• Use only a single UV layout and one UV set. All UV
islands should be within the 0-1 space.
Materials & Textures
• Use only 1 material. 2 materials can be used if there are meshes with transparency (transparent parts should
share the same material, which will be different than the material assigned to the opaque parts).
• Apply 3Ds Max Physical Materials.
• The texture resolution should be 2048 px in PNG format.
• Only use PBR textures, below are the required textures and their naming convention:
o Base Color (diffuse_2048.png)
o Roughness (roughness_2048.png)
o Metalness (metalness_2048.png)
o Occlusion (ao_2048.png)
o Normal (normal_2048.png)
OpenGL standard
o Emissive (if required) (emissive_2048.png)
• The material name should include the SKU and opacity state, similar to the mesh:
o mat_opq_SKU_main (opaque materials)
o mat_trp_SKU_main (materials with transparency)
Export & Delivery
• Use the Babylon Sandbox GLB viewer with Studio Lighting to match the colors and review the model before
delivery.
o https://sandbox.babylonjs.com/
• Export as 2018 FBX with embedded textures.
• The final zip folder should include the FBX, GLB, and a source folder that includes the 3Ds Max source file and
the supporting textures. Below is the final folder structure:
o “SKU”
mid
• “SKU_mid.fbx”
glb
• “SKU_mid.glb”
source
• “SKU_mid.max”
• Textures
o “diffuse_2048.png”
o “roughness_2048.png”
o “metalness_2048.png”
o “ao_2048.png”
o “normal_2048.png”
o “emissive_2048.pn
The 3d Model should match the images which we are given. Texture and Dimensions also should match.
Mesh / Geometry
• 3Ds Max 2019 + must be used to create the model.
. Use Substance Painter and Photoshop for texturing.
• Non-manifold geometry is not supported.
• Model should not include Ngons.
• Semi-transparent/transparent parts should be separated from the opaque parts.
• Transformation, rotation, and scale should be reset.
• The name of the mesh should include the SKU provided on the job page. Please follow the format below:
o geo_opq_SKU_main (opaque meshes)
o geo_trp_SKU_main (meshes with transparency)
• Triangles count should be between 5,000 to 50,000.
• Scene and export units should be in Inches.
UV Requirements
• The entire geometry needs to be UV unwrapped.
• Use only a single UV layout and one UV set. All UV
islands should be within the 0-1 space.
Materials & Textures
• Use only 1 material. 2 materials can be used if there are meshes with transparency (transparent parts should
share the same material, which will be different than the material assigned to the opaque parts).
• Apply 3Ds Max Physical Materials.
• The texture resolution should be 2048 px in PNG format.
• Only use PBR textures, below are the required textures and their naming convention:
o Base Color (diffuse_2048.png)
o Roughness (roughness_2048.png)
o Metalness (metalness_2048.png)
o Occlusion (ao_2048.png)
o Normal (normal_2048.png)
OpenGL standard
o Emissive (if required) (emissive_2048.png)
• The material name should include the SKU and opacity state, similar to the mesh:
o mat_opq_SKU_main (opaque materials)
o mat_trp_SKU_main (materials with transparency)
Export & Delivery
• Use the Babylon Sandbox GLB viewer with Studio Lighting to match the colors and review the model before
delivery.
o https://sandbox.babylonjs.com/
• Export as 2018 FBX with embedded textures.
• The final zip folder should include the FBX, GLB, and a source folder that includes the 3Ds Max source file and
the supporting textures. Below is the final folder structure:
o “SKU”
mid
• “SKU_mid.fbx”
glb
• “SKU_mid.glb”
source
• “SKU_mid.max”
• Textures
o “diffuse_2048.png”
o “roughness_2048.png”
o “metalness_2048.png”
o “ao_2048.png”
o “normal_2048.png”
o “emissive_2048.pn