Volvo S90 High-Poly Pbr Car With Full Interior
- ダウンロード商品¥ 6,789

























A fully modeled Volvo S90 executive sedan, built inside and out with a complete physically-based (PBR) material workflow. Every exterior panel, light, wheel, and interior component uses realBase Color, Metallic, Roughness, and Normal maps — nothing is flat-shaded or placeholder. The rear tail lamps use a true emissive shader for a genuine glowing-LED look, and every glass surface (windshield, side windows, headlight and taillight lenses) carries correct alpha transparency, so the car reads correctly the moment it's imported — no relinking textures or rebuilding materials required. *Exterior* Full body shell with a glossy automotive paint finish Complete glazing: windshield, rear window, side windows, headlight lenses, taillight lenses, and running-light covers, all with real transparencyDetailed front and rear light clusters, including glowing red LED tail-lamp strips Chrome trim, window surrounds, and badge details (Volvo emblem, S90 script) Full wheel assemblies — rims, tires, brake discs, and calipers Exhaust tailpipes and underbody bumper/diffuser detail Rear diffuser/trim accent piece at the bumper (separate object) Door shut-lines, panel gaps, and body creases modeled for close-up realism *Interior* Dashboard with instrument cluster, center infotainment screen, and a wood-tone trim insert across the dash and door caps Front seats and rear bench, styled with a stitched, woven cloth-look upholstery pattern in a light cream/gray tone that contrasts with the black exteriorCenter console, steering wheel, and front/rear door trim panels Speedometer/gauge cluster geometry Cabin holds up under close interior camera angles — visible stitching, seat panel seams, and door-pillar trim **Technical Specifications **Objects 2 — main car body + rear bumper trim accent Polygon count 1,820,956 tris total (1,805,389 body + 15,567 trim) Vertex count 1,670,643 Materials 46 total (44 on the car body, 1 on the trim piece, 1 unused slot) Texture maps Base Color Metallic Roughness, Normal — 2048 × 2048 per material Real-world scale ~5.0 m (L) × 2.0 m (W) × 1.4 m (H) equivalent Texture count 166 image files UV layout Single UV channel per object, clean unwrap Transparency Real alpha-based glass on all glazing and light lenses Emission Dedicated emissive shader on tail-lamp LED elements What's Included .blend — native Blender file Fbx Obj Dae Texture files Please Note All files are constantly updated, so once you have purchased them you have access to all improvements and updates that appear.

























