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Required PBR textures:
- Base Color
- Roughness
- Metalness
- Normal
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1/6
A simple, clean single-seat fabric armchair on tapered wooden legs, built to real-world metric scale and kept deliberately light so it can be dropped into an interior scene, an archviz render or a game level without any cleanup.
This is the matching single-seat version of the Two Seater Couch from this store. Depth, seat height, arm height, back height, leg design, bevel radii and all four materials are identical - only the width and the cushion count differ - so the two sit together in one room without looking like separate products. The seat between the arms is 620 mm, exactly one cushion of the pair on the couch, and the shared UV layout means one texture set can cover both pieces.
WHAT IS MODELLED
An upholstered plinth sits on four tapered wooden legs, square in section and narrowing toward the floor. Two full-depth arms run the length of the chair with a slim capping rail along the top, and the back panel tucks between them so the join reads as one continuous piece of upholstery rather than separate slabs.
One seat cushion rests on the deck with a small overhang at the front. A matching back cushion leans back against the panel at eight degrees rather than standing upright, and every hard edge on the upholstered parts is bevelled, so the silhouette reads as soft furniture instead of stacked boxes.
TECHNICAL SPECIFICATION
1,324 triangles, 2,688 vertices as exported.13 separate objects, each individually named, parented to one root empty.The GLB is triangulated on export; the .blend keeps the original polygon cage.Metric, real-world 1:1 scale. The glTF files are Y-up, the Blender source is Z-up.Overall dimensions 956 mm wide x 898 mm deep x 820 mm high.Seat height 480 mm to the top of the seat cushion. Arm height 620 mm.Origin is centred on the footprint in X and Y, and the model sits exactly on the floor plane at zero.No rigging, no animation, no cameras and no lights are included.
MATERIALS AND TEXTURES
4 materials, all Principled BSDF: frame fabric, cushion fabric, a darker trim for the arm caps and deck, and walnut for the legs.
There are no texture maps in this product. The materials are solid-colour, so a recolour is four swatches and the model is ready for you to texture with your own maps.
Every one of the 13 meshes is UV unwrapped and TEXCOORD_0 is present on every GLB primitive. The layout is a single shared, non-overlapping atlas, so one texture set covers the whole model.
FILES INCLUDED
.blend - native Blender 5.1, materials and UVs intact.glb - glTF 2.0 binary, Y-up, materials and UVs embedded.fbx - FBX.obj - Wavefront OBJ, ships with the .mtl.usdc - Universal Scene Description.usdz - for AR and Apple Quick Look.stl - for 3D printing.ply - point and mesh interchange.abc - Alembic.zip - the glTF separate version with its .bin, a full readme, and the procedural Python script the whole model is generated from
ENGINE NOTES
Import at 1.0 scale; the model is already in metres. At 1,324 triangles it needs no optimisation and no LODs.
For collision, one box around the whole chair is enough. Add a second box at seat height if characters need to sit on it.
Everything is individually named, so the cushions can be removed, duplicated or posed independently of the frame.