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- Lights
- Cameras
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Required PBR textures:
- Base Color
- Roughness
- Metalness
- Normal
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Asset BreakdownThe Overall ConceptThis premium environmental furniture asset is engineered for survival horror games, post-apocalyptic titles, abandoned classroom environments, haunted asylum corridors, psychological thrillers, and digital storefront listings. Representing a weathered, vintage single-student school desk paired with a matching detached chair, it features a heavy tubular steel frame, an integrated under-desk metal book storage cubby, distressed wooden plank desktop and seat slats, rounded backrest, and realistic rust and surface grime accumulation. This low-poly asset serves as an essential classroom set-piece, hallway obstacle, physics scatter prop, or atmospheric environmental centerpiece, delivering an authentic, eerie, and dilapidated vintage aesthetic while maintaining fully optimized topology for real-time game engines.
Weathered Timber Planks, Heavy Rust, and Chipped Paint FinishesThe school desk and chair set features a high-quality material finish textured with professional-grade PBR shaders to capture realistic wood grain cracking, sun-bleached surface discoloration, metal oxidation, and peeling enamel paint. The dark aged timber planks display realistic edge chipping, scuff marks, and grime in grain recesses, contrasted by heavily pitted orange-brown rust across the tubular steel legs, reinforcement crossbars, desk cubby box, and mounting rivet hardware.
Solid Geometry and Opaque ConstructionAdhering strictly to professional marketplace documentation standards, the entire set—including the desk frame, storage box, desktop planks, chair tubular frame, seat, backrest, and rubber foot caps—is modeled using solid, opaque geometry. This smart design layout completely eliminates the performance overhead associated with processing complex real-time transparency sorting errors, alpha testing, or resource-heavy shaders, keeping the asset remarkably lightweight for performance-heavy mobile, desktop, or VR platforms.
Classic Vintage Classroom SilhouetteThe prop assembly is characterized by its instantly recognizable, classic institutional silhouette, featuring a clean rectangular desktop, an enclosed front storage cubby, H-frame structural base bars with flanged foot pads, and a curved ergonomic wooden chair back. The asset is presented standing from a clean front three-quarter perspective view against a plain studio backdrop, maximizing presentation value and marketplace browser click-through rates.
Optimized Game-Ready GeometryBuilt specifically for seamless real-time engine implementation, the model features a highly optimized low-poly footprint. The mesh is logically constructed with clean, quad-dominant topology, keeping the poly-count low while maintaining smooth tubular curves, sharp wood bevels, and crisp sheet metal box edges. This clean layout allows technical artists to easily assign distinct material IDs (for the weathered wood, rusted iron frames, and rubber floor feet), configure modular physics collision hulls, separate or rotate the chair relative to the desk, or effortlessly bake flawless normal, roughness, metallic, and ambient occlusion maps in modern platforms like Unreal Engine and Unity.
Technical NotesFiles Included: FBX, GLB, OBJ, STL, Optimized PBR Texture Maps (4K/2K including Albedo, Roughness, Normal, Metallic, and Ambient Occlusion).
Game-Engine Ready: The entire school desk and chair asset is organized into a clean node hierarchy with separate, logically named sub-mesh components (Desk_Main, Chair_Main) and a correct, center-grounded pivot point positioned precisely at ground level at the leg base footprint to ensure immediate, effortless placement across linoleum floors, dusty wooden floorboards, or overgrown concrete classrooms.
Quick Tip: Enhance your scene's horror or apocalyptic atmosphere by placing multiple knocked-over or row-aligned desks in an abandoned school room alongside scattered papers, chalkboard props, broken pencils, locker banks, or dynamic flickering fluorescent lighting and low-lying ground dust particle effects under dynamic real-time lighting.