Geometry:
Polygonal, 1122 vertices 1146 faces, all quads, base low poly mesh supplied. At level one exponential subdivision poly-count is 4560 vertices 4584 faces, at level two 18312 vertices 18336 faces. Polygons are closed (no faces with holes) and single sided for faster rendering. Scale is arbitrary, pivot is centered so model can be easily scaled up/down depending on size needed for dynamic simulation or vehicle size. Instead of polygon subdivision, can be converted into subdivision surface and used further in that form.
Material:
In 3dsmax, there is one standard scanline anisotropic material, with bump map connected to it. In Maya, shader is mental ray's mia_material_x, optimized for speed. Single shader node named 'alloy' in hypershader, single bump texture node connected to it. In OBJ format, there is MTL file in the same ZIP archive and in LWO, there is basic material with bump map connected.
Texture:
Crisp bump texture supplied, can be used as a displacement map also. Texture name is 'Nozzle_Bump.tga', format is 24-bit Targa bitmap, 1024x1024 pixels in size. Texture is uploaded in separate ZIP archive, it should be placed in same directory with the model, it will be automatically loaded with the model that way, or it can be manually placed on any preferred path. Texture is seamless (tile-able).
Formats:
In OBJ and LWO format, non-smoothed base cage is provided, in MAX format, as shown on the last thumbnail, both base cage and nozzle geometry with smooth modifier applied is provided, in MA format, base cage is provided, with subdivision display on ('3' key is pressed).
MAX format contains basic light setup. For the render results like on the thumbnails, HDRI (IBL) lightning setup recommended. The model is UV unwrapped (in all formats), thumbnails rendered with Maya/Mental Ray version, no post production used.