iPhone 14 Pro with Full Internal Structure belongs to our Electronics & Gadgets range and is offered at $99 through the TurboSquid marketplace. Budget for 325,208 polygons and 168,769 vertices when you plan the scene. What matters is not the number itself but how many copies of the object your scene has to carry at once.
The StemCell build means you are not re-authoring shaders after import - the PBR setup is designed to read the same across engines. Objects are grouped and named logically, so isolating a single part for a material change is a two-second job rather than a cleanup task. On this listing the stated applications are technical visualization, software demos and film & TV VFX.
It went on sale in 2023 and has been kept in the catalog ever since. It is aimed at product rendering, UI and app mockups and game and film props.
Questions About This Model
Can the iPhone 14 Pro with Full Internal Structure model be modified after purchase?
Yes. The license allows editing the geometry, retopologising, changing materials and adapting the asset to a project. What it does not allow is reselling or redistributing the model file itself, or using the result commercially: this listing is Editorial Uses Only.
Can the iPhone 14 Pro with Full Internal Structure model be used in a commercial project?
No. The model depicts a real branded product, so TurboSquid lists it under the Editorial Uses Only license. It may be used in news, commentary, education, personal projects and similar editorial contexts, but not in advertising, on merchandise or in any product offered for sale. See our license guide.
What is the iPhone 14 Pro with Full Internal Structure model typically used for?
Stated applications are technical visualization, software demos and film & TV VFX. Because the asset is finished rather than a base mesh, it also holds up as set dressing in scenes it was not specifically built for.
How heavy is the iPhone 14 Pro with Full Internal Structure mesh?
325,208 polygons and 168,769 vertices, built as polygonal quads/tris. What matters is not the number itself but how many copies of the object your scene has to carry at once.