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PHONE BOOTH PACK CONTENTS:
STANDALONE TOKEN PAYPHONEUsed throughout the late '80's and early 2000's, this was THE token payphone used in Turkey. Most probably developed by ALCATEL and produced locally under license by TELETAS. During my research, I found out that the very model was also used in Singapore in the same era. I personally used this phone numerous times in my early youth.
BOOTH #1A hexagonal booth used, again, throughout the late '80's and early 2000's. The TELEFON text on it was created by tracing real life photos of the booth - so it's not a similar font. The door is provided as a separate mesh with the correct pivot point, so that the user can position (or even animate) the door to their liking.
BOOTH #2A rather traditional rectangular design, again, used in the late '80's and early 2000's. The TELEFON text on it is, again, created by tracing the real thing. The two-piece folding door makes this one at least as interesting as the previous one. The door pieces, again, are provided as separate meshes with correct pivot points, so the user can position (or even animate) them to their liking. However, because of the complexity of the folding-door desing, it's recommended that the user uses the rigged model instead of this one, if they're to do something about the doors.
BOOTH #1 RIGGEDBooth #1 with an armature of two simple bones, animated to simulate the door opening. The SK_... one is the skeletal mesh FBX and the AS_... one is the animation. Play the animation backwards to simulate door closing.
BOOTH #2 RIGGEDBooth #2 with an armature of three simple bones, animated to simulate the door opening. The SK_... one is the skeletal mesh FBX and the AS_... one is the animation. Play the animation backwards to simulate door closing.
NOTES:
Successfully tested in Unreal Engine 5.6.
Please watch the second video in order to see the rigged doors of both booths in action.
For translucent materials in game engines, use the OPACITY maps. Use the TRANSMISSION maps as metalness to produce more pleasing reflections.
For translucent materials in Blender, use the TRANSMISSION maps as provided with the .blend files. Because they're optimized for use as metalness in game engines, they may seem a little rough. Just add a color ramp to adjust the opacity.
REVIEWS & COMMENTS
accuracy, and usability.
