Lowpoly model, quads and a few tris only (no ngons). Interior and exterior, enterable building. Optimal for both high-end visualization and games or real-time engines (UE4 .uassets provided).
There are 154 descriptively named objects, many being instances (colums, benches, rods, buttresses or windows) for easier editing and optimization. The objects are organized within the same layer structure. The model is developed in a detail-based object arrangement, so you can easily decrease the poly-count deleting non-essential objects.
Real world scale, units: meters. Building bounding box: 31.6 x 23 x 29.8 m
The overall scene has a minimum of 100663 polys, 113230 vertices , and a maximun of 111599 polys and 124630 vertices. The colums have 2 LODS: LOD0: polys 12967; LOD1: polys 2031.
The full scene (environment, exposure, gamma, cameras, lights, materials, textures, renderer) is configured and ready to render in a physically correct linear space. Renders displayed here have contrast applied and their background changed, no further post-production.
Unwrapped UVs for all objects. Overlapping UVS in UV channel 1 (for common textures) & Non-overlapping UVS in UV channel 2 (for lightmap baking etc)
PBR materials for all objects (base color, roughness, specular and normal maps) Meaningfully named. There are 36 texture maps, PNG format, mainly 2K resolution. All textures have their paths stripped from the model in order to prevent linking issues. Maybe some textures should be relinked when using OBJ and FBX file formats, due to format exporting and importing limitations regarding PBR materials.
Blender native file format. Cycles render is used for preview images, materials and procedural textures. EEVEE setup in independent Blender archive included. 3dsmax 2016 file format with standard and Vray 3.50 materials, and Unreal Engine .uassets without collisions also added.
No plugins needed. The HDR images used for lighting the scene are not included, but an environtmental HDRI is set up for preview renders in the viewport with both Cycles and EEVEE. An ordinary dome is configured for global illumination in the 3DS MAX + Vray file.
USAGE: For Unreal Engine 4 (UE4), download the corresponding package and place the unzipped ASC directory inside the Content folder of your destination project. For .blend, .max, .fbx or .obj, download the textures and the file format you need and put them together in the same folder before opening the files.