
RE2000 Falco I - Catapult Version - Not Rigged 3D Model

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NOTE: DIGITAL DOWNLOAD, NOT A PHYSICAL ITEM

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Personal Use Only License (IP Restricted)
This item comes with our Personal Use Only Licensing. This means you may not share this model or use it for any commercial purposes or in any way that involves an exchange of money, promotes a business entity, or otherwise results directly or indirectly in financial gain. In addition, because certain intellectual property depicted in this model may not be affiliated with or endorsed by the original rights holder, this model is subject to an Editorial Use Only Restriction which further limits the ways in which you may use this model.
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3D Model Details
Vendor: | Carlo Cestra |
Published: | Mar 25, 2025 |
Download Size: | 58.1 MB |
Game Ready: | Yes |
Polygons: | 155,321 |
Vertices: | 172,737 |
Print Ready: | – |
3D Scan: | – |
Textures: | Yes |
Materials: | Yes |
UV Mapped: | Yes |
PBR: | Yes |
Rigged: | – |
Animated: | – |
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Favorites: | 0 |
Likes: | 1 |
Views: | 53 |
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RE2000 Falco I - Catapult Version - Not Rigged 3D Model
The Re.2000 Falco I was an Italian all metal, low-wing monoplane used by the Regia Aeronautica (Italian Air Force), Regia Marina (Italian Navy) and the Swedish Air Force during the Second World War.
Perosnal use only license
Find Commercial version here re2000-falco-i-catapult-version-not-rigged
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.
Cockpit NOT INCLUDED.
LIGHTWAVE and BLENDER- The scene contains the model with uv materials assigned. No rig assigned. The aircraft is in flight configuration (landing gear closed)
OBJ and FBX - You may need to reassign uv textures when open the files with different software. The aircraft is subdivided into two 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:
Fuselage: color, ao, metalness, normal, roughness, specular (2K textures)
Engine: color, ao, metalness, normal, roughness, specular (512MB textures)
Right wing: color, ao, metalness, normal, roughness, specular (2K textures)
Left wing: color, ao, metalness, normal, roughness, specular (2K textures)
Cockpit (empty hull - no instruments, no details): color, ao, metalness, normal, roughness, specular (512MB textures)
30 uv texture maps in total
The transparency map for the hood windows is stored in the alpha channel of fuselage color map, but I suggest you to create a new material for glasses.
Do not use ambient occlusion provided textures if you need to animate the aircraft. Please use an ambient occlusion shader with your 3d software instead.
If you need to re-assing the texture maps inside the Blender scene, please be sure to set Color Space to Non-Color inside the Image Texture node for Metallic, Specular, Roughness and Normal channels (leave sRGB in Base Color channel)
N.B. NOT SUITABLE FOR 3D PRINTING
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.
Perosnal use only license
Find Commercial version here re2000-falco-i-catapult-version-not-rigged
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.
Cockpit NOT INCLUDED.
LIGHTWAVE and BLENDER- The scene contains the model with uv materials assigned. No rig assigned. The aircraft is in flight configuration (landing gear closed)
OBJ and FBX - You may need to reassign uv textures when open the files with different software. The aircraft is subdivided into two 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:
Fuselage: color, ao, metalness, normal, roughness, specular (2K textures)
Engine: color, ao, metalness, normal, roughness, specular (512MB textures)
Right wing: color, ao, metalness, normal, roughness, specular (2K textures)
Left wing: color, ao, metalness, normal, roughness, specular (2K textures)
Cockpit (empty hull - no instruments, no details): color, ao, metalness, normal, roughness, specular (512MB textures)
30 uv texture maps in total
The transparency map for the hood windows is stored in the alpha channel of fuselage color map, but I suggest you to create a new material for glasses.
Do not use ambient occlusion provided textures if you need to animate the aircraft. Please use an ambient occlusion shader with your 3d software instead.
If you need to re-assing the texture maps inside the Blender scene, please be sure to set Color Space to Non-Color inside the Image Texture node for Metallic, Specular, Roughness and Normal channels (leave sRGB in Base Color channel)
N.B. NOT SUITABLE FOR 3D PRINTING
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.