Low/mid poly model, quads and a few tris only (no ngons). Optimal for both high-end visualization and games or real-time engines (UE4 .uassets provided).
There are 19 descriptively named objects (Inside: ceiling, floor, glass, facade mullions, partitions; Outside: lawn, road, sidewalk, wooden floor, facade cap, door, frames, glass, roof, rubber, screen, sheets, wall, wooden facade) that 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. For Unreal the number of meshes is 16, with 5230 quads (hidden triangulation already set up) and 8145 vertices.
Real world scale, units: meters (building bounding box 57.8m x 44.6m x 11.3m)
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 only, 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 Vray materials for all objects (diffuse, base reflection, reflection glossiness and normal maps) Meaningfully named. There are 28 texture maps (only 17 optimized textures in the Unreal Engine version), PNG format, up to 4K resolution (4096x4096px) 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.
3dsmax 2016 native file format with standard materials. Vray 3.5 is used for preview images and full scene features as lighting, cameras setups and scattered grass. 3dsmax 2012 and 2010 file formats, with Vray 2.00 materials, also added. Unreal Engine .uassets added, with collision set up for the base mesh (Out_Wall). The static lighting has been calculated with medium build quality within a test level for fine tune these assets inside the Unreal Editor.
VrayProxies and VrayInstancer used for scattered grass. BerconNoise non-essential maps (BerconMaps open-source free plugin) used in 3DS MAX for procedural HD mask in grass/lawn shader. No more plugins needed. The HDR image used for lighting the scene is not included.
USAGE: For Unreal Engine 4 (UE4), download the corresponding package and place the unzipped WALTP directory inside the Content folder of your destination project. For packages other than Unreal, download the Textures' package and the RAR containing the file format you need and unzip them together inside the same folder.