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$189.0

GRUMMAN F4F-3 WILDCAT 13

Color scheme: VF-6 aboard CV-6 USS Enterprise. A tombstone was painted on the vertical stabilizers of their F4F-3s. The 41 'meatballs' on the tombstone represented...
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Color scheme: VF-6 aboard CV-6 USS Enterprise. A tombstone was painted on the vertical stabilizers of their F4F-3s. The 41 'meatballs' on the tombstone represented Japanese aircraft downed by the Squadron. Machinist Mate Donald E. Runyon flew aircraft 13 (BuNo 5193) during the Guadalcanal campaign in August of 1942. He scored eight 'kills' with this Wildcat.

OVERVIEW - The Grumman F4F Wildcat is an American carrier-based fighter aircraft that began service in 1940 with both the United States Navy and the British Royal Navy where it was initially known as the Martlet. First used in combat by the British in the North Atlantic, the Wildcat was the only effective fighter available to the United States Navy and Marine Corps in the Pacific Theater during the early part of World War II in 1941 and 1942.

3D MODEL GENERAL INFO -The model was created based on blueprints, photos and historical documentation. It was created with precision in detail and in real units of measurement to be a faithful digital reproduction of the original. The object has been modeled in Lightwave and finished and texturized in 3DCoat.

Detailed Cockpit INCLUDED.

LIGHTWAVE and BLENDER - The scene contains the model with uv materials assigned and a basic setup to control each movable part, such as ailerons, rudder, elevators, propeller, cockpit hood and landing gears.

OBJ and FBX - If you need to animate the airplane you have to make your own setup according to the 3d software you are using. You may need to reassign uv textures when open the files with different software. The aircraft is subdivided into parts each one with its uv map. To reassign textures you only have to load texture maps and assign each of them to the respective channel.

UV TEXTURE LIST:

Cockpit: color, ambient occlusion, metalness, normal, roughness, specular (8K textures)

Engine: color, ambient occlusion, metalness, normal, roughness, specular (4K textures)

Fuselage: color, ambient occlusion, metalness, normal, roughness, specular (8K textures)

Landing gear: color, ambient occlusion, metalness, normal, roughness, specular (2K textures)

Parts: color, ambient occlusion, metalness, normal, roughness, specular (2K textures)

Rivets: color, ambient occlusion, metalness, normal, roughness, specular (4K textures)

Wings: color, ambient occlusion, metalness, normal, roughness, specular (8K textures)

42 uv texture maps in total

The transparency map for the hood windows is stored in the alpha channel of fuselage color map (fuselage_color.png)

I suggest you to not use the ambient occlusion I provided since it is calculated with the moving parts in 0 position. If you need to animate the moving parts (ailerons, rudders, etc.) you should apply the ambient occlusion shader provided by your 3d software

For any difficult or question I am always available to give you assistance.

I would be very grateful if any of my models could help you to do a great job.


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