Extension | Size | Supported version | Supported renderers | Format description?Compatibility |
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.max | 372.61 kB | 3ds MAX 2011 or above |
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All Design Connected 3d models are originally created in 3ds Max 2011 and V-Ray renderer. We use in-house developed automation tools to convert our models to support other renderers like Mental Ray, Built-in Scanline, Corona and Maxwell, with MXM and MXS files included. All Design Connected 3d models are originally created in 3ds Max 2011 and V-Ray renderer. We use in-house developed automation tools to convert our models to support other renderers like Mental Ray, Built-in Scanline, Corona and Maxwell, with MXM and MXS files included. Files units are centimeters and all models are accurately scaled to represent real-life object's dimensions. The model comes as a single editable mesh or poly object (or as group for rigged models or where displace modifier has been used) properly named and positioned in the center of coordinate system. No lights, cameras and render/scene setup are included unless otherwise stated in the particular model’s description. |
Extension | Size | Supported version | Supported renderers | Format description?Compatibility |
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.c4d | 595.61 kB | Cinema 4D R16 or above |
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All Design Connected 3d models are originally created in 3ds Max and for V-Ray renderer. Our in-house team of 3d artists handle all further conversions and adaptations to deliver best possible visual and technical quality of the Cinema 4D content we offer. All Design Connected 3d models are originally created in 3ds Max and for V-Ray renderer. Our in-house team of 3d artists handle all further conversions and adaptations to deliver best possible visual and technical quality of the Cinema 4D content we offer. Files units are centimeters and all models are accurately scaled to represent real-life object's dimensions. The model comes as a single editable object (or as a group when necessary) properly named and positioned in the center of coordinate system. No lights, cameras and render/scene setup are included unless otherwise stated in the particular model's description. |
Extension | Size | Supported version | Supported renderers | Format description?Compatibility |
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.skp | 452.69 kB | SketchUp 8 or above |
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SketchUp file format with basic materials and textures. |
Extension | Size | Supported version | Supported renderers | Format description?Compatibility |
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.fbx and .obj | 435.64 kB |
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OBJ an FBX files with diffuse colors and textures.
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Extension | Size | Supported version | Supported renderers | Format description?Compatibility |
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.aof | 141.45 kB |
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Abvent Artlantis file format with materials, proper shaders and textures.
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One purchase gives access to all file formats available. By default only .max file format is selected for download.
During the checkout process and before downloading a model you will see a list of available file formats to make your selection.
You can download at no cost all additional file formats needed at any time from "Downloads" page in your Account.
Product description
Can heritage be bought? Hunting trophies call to mind those chalets in the Ardennes or the Alps that we head for during the weekend to get away from urban life. Here, Big-Game are brushing away the cobwebs from a symbol of tradition.
Founded in 2004, Big-game is a design group composed of Gregoire Jeanmonod, Elric Petit and Augustin Scott de Martinville, who met while studying at the famous Swiss school, Ecal.
French by origin, Augustin Scott de Martinville lives in Lausanne, Switzerland where he studied at the famous local design school, Ecal. His aim is to edit each new year a series of objects that are linked to a self-imposed theme. The first year's theme is the reinterpretation of the codes of bourgeois furniture. The Moose & Deer Head are part of this series: a modernised, somehow abstract version of the trophy head, executed in triplicate. "We wanted something light to stress the heavy drama that is usually associated with this object - the killing of the animal and the stuffing of the head."
The Swiss-based design collective, Big Game, takes its figurative inspiration from a real game trophy; its execution in wood recontextualizes the form into a playful yet infinitely subversive piece.
Year of design: 2005