A static twin-engine fighter jet with a grey finish, open canopy, modeled two-seat cockpit, twin vertical tails, extended landing gear and underwing stores. Suitable for parked-aircraft, maintenance, hangar and airbase compositions. The supplied model and colour artwork are retained.
INCLUDED FILES
Textured_Clean.blend
Textured_Clean.fbx
Textured_Clean.glb
Textured_Clean.obj,mtl
- 9 external and packed/embedded colour PNG textures at 4096 x 4096
- 110 white-background UV reference images: 37 part sheets, 49 material sheets and 24 magnified section sheets
- White-background 1920 x 1080 textured preview
- Texture inventory, material inventory, attribution and verification reports
BLENDER STARTUP
The saved Model View workspace uses Material Preview, a white background, centred framing and hidden viewport overlays. No Python Console or code editor is visible at startup. No text objects were added. Keep Load UI enabled when opening the blend to restore its saved workspace. Images are packed and also use relative paths to Textures/.
TEXTURES AND MATERIALS
MainBaseColor_4K.png: 4096 x 4096
MainMetallic_4K.png: 4096 x 4096
MainRoughness_4K.png: 4096 x 4096
MainNormal_4K.png: 4096 x 4096
Detail_BaseColor_4K.png: 4096 x 4096
49 materials have readable role-based names with original surface IDs retained for traceability. Names include Airframe_Paint, Cockpit_Interior, Canopy_Glass, HUD_Display_Glass_083, Tinted_Window_Glass_086 and separate panel/detail materials. See Documentation/Material_Inventory.csv for every original-to-new name and its face coverage.
All nine delivery colour images are 4096 x 4096 PNGs. One original 4K atlas is copied unchanged; eight source images at 128-1024px are resampled to 4K. File dimensions do not imply newly created native 4K artwork detail. Shader roughness, metallic and transparency settings are retained. A complete normal/roughness/metallic image set for every material is not provided.
UV MAPPING AND READABILITY
Every mesh has a UV_Mapped layer. For every face, the UV coordinates used by its assigned source material were copied exactly, including source repaired-detail coordinates. This preserves the supplied artwork placement.
UV/By_Part contains one layout per mesh part. UV/By_Material separates each material's layout. UV/Readable_Zooms contains four magnified coordinate windows for each of the six busiest part/material sections. These reference sheets have clear black lines on white backgrounds.
Sheet UV bounds are printed at the top. Zooms change only the documentation view; they do not move islands or textures in the model. No crowded all-material combined sheet is required.
SPECIFICATIONS
- Mesh objects: 37
- Native vertices: 25,570
- Native polygons: 25,231
- Triangles in FBX: 39,630
- Materials: 49
- Packed/external colour images: 9
- Native model geometry and polygon topology: unchanged
- Real-world dimensions and exact manufacturer variant: not certified
VERIFICATION AND COMPATIBILITY
The native file was opened twice from fresh Blender 5.1.2 sessions and the FBX was independently imported twice with image search disabled.
Checks include embedded images, texture resolution and paths, UV presence and finite coordinates, material triangle counts, geometry counts and the saved clean startup workspace.
FBX uses the exact source render tessellation, preserving the source surface coverage. Source constant opacity graphs are converted to equivalent scalar opacity for FBX. Glass, opacity and shading can vary between applications.
All files are constantly updated, so once you have purchased them you have access to all improvements and updates that appea