Whitemagus3DModels

  • Shop
  • Park Avenue set V

Park Avenue set V

20.00
Park_Avenue_set_IV_Whitemagus3DModels_11_final.jpg
Park_Avenue_set_IV_Whitemagus3DModels_09_final.jpg
Park_Avenue_set_IV_Whitemagus3DModels_12_final.jpg
Park_Avenue_set_IV_Whitemagus3DModels_07_final.jpg
Park_Avenue_set_IV_Whitemagus3DModels_06_final.jpg
Park_Avenue_set_IV_Whitemagus3DModels_05_final.jpg
Park_Avenue_set_IV_Whitemagus3DModels_01.jpg
Park_Avenue_set_IV_Whitemagus3DModels_02.jpg
Park_Avenue_set_IV_Whitemagus3DModels_03.jpg
Park_Avenue_set_IV_Whitemagus3DModels_04.jpg

Park Avenue set V

20.00

Park Avenue set V

A ready to render scene for Cinema4D R14 and above.

The model is mainly quads polys, fully UV-mapped and textured with normal's optimized. All views in the presentation images are in the scene with the correspondent cameras, with a set of lights and a HDRI sphere. All you need to do is, choose a camera and the corresponding set of lights rotate the HDRI sphere and hit render. 

Also in OBJ and FBX formats at the store,  and other formats are available upon request. 

More Info

Add To Cart

Park Avenue set V

A ready to render scene for Cinema4D R14 and above.

The model is mainly quads polys, fully UV-mapped and textured with normal's optimized. All views in the presentation images are in the scene with the correspondent cameras, with a set of lights and a HDRI sphere. All you need to do is, choose a camera and the corresponding set of lights rotate the HDRI sphere and hit render. 

Also in OBJ and FBX formats at the store,  and other formats are available upon request. 

Technical Info

Cinema4D scene file: 585 Mb

Textures folder: 153 Mb


Main Model Info

 

Points: 339.411

Polygons: 307.830

Memory: 21.79 Mb


The interior of the buildings do have a billboards system to emulate offices interiors, you can turn it off and on, also can use it for night scenes by adding global illumination.

To produce the images in the promos; Simply go to the null cameras, and choose one, then go to the null set of lights and choose the correspondent set they are named along with the cameras, then rotate the HDRI sphere to your liking and hit render. 


Another way is to; Choose one camera and rotate the set of lights the key light should go more or less behind the camera, also the HDRI sphere should be rotated so that the sun is at the same position as the key light.


Note: To have a smooth workflow and navigate well in the viewports turn off the null instances (the heavy nulls are the instances and the landscape) turn them on and off to navigate quickly. 


Thanks for reading