Here is a game ready fire alarm along with typical dust buildup that occurs over a period of time and all of which were made with the utmost care to obtain a standard that is both visually exquisite and performance friendly for real-time applications. Each texture set comes with the original 4096x4096 16-bit TIFF format textures (Uncompressed) All the texture maps adhere to the following naming convention: - *_Base (The Color/Base/Albedo Map) - *_NRM (The Normal Map - DirectX - Invert Green Channel for OpenGL) - *_Rough (The Roughness/Microsurface Map) - *_Metal (The Metallic/Metalness Map) - *_AO (The Ambient Occlusion Map) - *_ARM (A map containing the previously mentioned AO, Roughness, and Metallic maps into each of the images individual channels of a single image. Conserving texture memory in certain applications (UE4 for example.) The ARM suffix corresponds to RGB in that: Red Channel = Ambient Occlusion Green Channel = Roughness Map Blue Channel = Metallic Map) Technical Note: If the model is displaying oddly in whatever rendering software you're viewing it in, make sure the software's Tangent Space is set to MikkT, if there is such an option. As this model was designed and created using MikkT tangent space. In almost all cases this shouldn't be an issue since MikkT is widely considered to be the standard tangent space encoding method. UE4, Substance Designer, and Substance Painter all use MikkT by default.