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FIELD CANNON

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Description

Cast iron cannon supplied to the infantry for battles on the field in the 18th century.
Modeling and texturing are all made with Lightwave. Due to different way to handling texture values, probably you have to correct texture settings when use the object with other software.

Technical Specifications

FormatLightwave 2018, OBJ, FBX, Blender 2.79
Compatibility3ds Max, Blender, Cinema4D, Houdini, Lightwave, Maya, Unity, Unreal Engine, Other
RiggedNo
GeometryPolygon mesh
Polygons Number187k
TexturesRaw gb, diffuse, specular, transparency, reflection, bump, normal
UV MappingYes

Historical Background

During the 18th century, field cannons underwent a massive technological transformation, evolving from heavy, mismatched siege pieces into lightweight, standardized, and highly mobile battlefield weapons. This era marked the professionalization of artillery corps and the birth of modern tactical doctrines that treated artillery as a dynamic, independent combat arm.
Standardization of Calibers: Fanciful Renaissance names like saker, minion, and basilisk were completely abandoned. Artillery was strictly classified by the weight of the solid iron ball it fired (e.g., 3-pounders, 4-pounders, 8-pounders, and 12-pounders).
The Gribeauval System (1765): Introduced by French engineer Jean-Baptiste de Gribeauval, this revolutionized artillery by standardizing production. It introduced interchangeable parts for carriages, calibrated sights, elevating screws for precision aiming, and reduced gun weights by half without sacrificing range.
Advanced Material Engineering: Innovations in metallurgy allowed for much thinner, shorter, and safer gun tubes. Bronze (often called "brass") was preferred for field guns because it was resilient, ductile, and lightweight, though cast iron remained in use for its low cost.
The Swedish Pre-measured Cartridge: In the early 1800s, Carl Cronstedt pioneered combining the gunpowder charge and projectile into a single wooden or cloth envelope. This dropped reload times drastically, pushing firing speeds up to 10–12 rounds per minute.

Additional Information

LIGHTWAVE In addition to the UV model I included the model with the original material with images maps and Lightwave procedural textures.
The Fbx file has been exported with Lightwave. When you open it with other software you may need to reassign textures.
As for the Fbx file, you may need to reassign textures when open the Obj file with different software.
BLENDER - UV model with uv material assigned
In any case the object has a unique UV map. To reassign textures you only have to load texture maps and assign each of them to the respective channel.
Two color version included (both UV and LW material).
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