DESCRIPTION

This product was born from a real need: to import a scene into my project that offers the highest visual quality with the lowest performance cost, while remaining functional and coherent.

The idea behind this product is to offer a solution for: 1) those who need the structure and essential elements to create a scene, 2) a product that provides well-developed interior and exterior spaces, 3) the lowest possible performance cost, 4) sufficient creative freedom to adapt it to various narratives, and 5) a practically pre-assembled setup, saving development time by eliminating the need to build or overthink how to arrange every piece.

Developed in Eevee, designed for integration into Unity, and fully compatible with Cycles and Unreal Engine.

Includes 3 interchangeable 2K texture atlases and a series of functional assets.

—> Works great for both first-person and third-person perspectives, as well as top-down and orthographic views.

Designed as a medical ward (Admissions Unit) with a central nursing station that allows for constant visual monitoring of patients, it can also function as a psychiatric clinic, a private or military research laboratory, and can even house zombies, keeping the infected separated in one area and patients under observation in another while you search for a cure for the virus.

It's plug and play: everything is organized and meticulously handled, including pivots, measurements, and scales. My goal is to offer you a solution: simply drag the model and start using it.

—> With a low polygon count and a single texture map for nearly everything, this product performs very well on all hardware and is suitable for VR, Mobile, Console, and low-end PC projects, as well as modern systems. It allows you to add an entire scene with its essential assets at a minimal performance and draw call cost. Furthermore, the hierarchy is designed so that objects can be easily instanced, and it supports the use of scripts to maintain rendering only around the viewer (Culling).

Aesthetically, in general terms, it strikes a balance between low poly and realism, keeping the shapes, details, and visuals as neutral as possible to enable the implementation of this model in the widest possible range of themes and projects.

If the user requires more detail, it is simple to add it, unlike presenting a model that already has every detail and the difficulty involved in reducing polygons or removing effects, wear, and dirt. In short: it is much easier to make a scene look dirty than to clean it.

The model includes:

  • All the Base Architecture, naturally (walls, floors, windows, shutters, doors, light fixtures, masonry, baseboards, etc.).
  • Lights (Area, Spot, and Point) and fake light fixtures (those that appear to emit light).
  • Essential basic assets (I will detail them in a complete list below).
  • 3 interchangeable atlases (BaseColor/Albedo) with tiles in Gray (suggested by default), Green, and Reddish tones. The ones corresponding to the central area are kept in grayish-white in all 3 cases.

Layout:

Exterior: a neutral facade with an institutional appearance, bordered by a concrete sidewalk and a series of external lights that visually frame the structure. There are 3 entrances: one in the front and two on the sides. The side entrances connect to a general corridor and can be used for bringing in patients, military supplies, or zombies, while the main entrance leads into a first room (A) that serves as a waiting room, or as a checkpoint if used as a security, private, or military facility.

From this room (A), there is a double door that connects to the central corridor. This corridor runs across the width of the building and connects to all the rooms in the structure. To the right, there is a series of doors leading to 3 private consulting rooms (E, F, G), which can also be used as offices or meeting rooms, and at the end, two service bathrooms for staff and the public (H). To the left, there are two containment doors with a security latch to be locked from the corridor, which are slightly wider and heavier than the rest of the doors and seal off two containment rooms (B, D).

And between these two is the central area that serves as the thematic core (C): you will notice that this is the only area with whitish and higher-intensity lighting than the rest. It functions as a nursing station and a control point over the containment areas, which you can oversee through two thick, unbreakable glass panes, one on each side.

(C) This central zone serves as a thematic core, with the rest of the gameplay potentially revolving entirely around this area. It features two cabinets with sliding doors and an inner shelf, ideal for hiding items. In one of them, we have a sink with its faucet; the handles rotate and can be animated.

I added a rim to the roof, a cornice that serves both to give more character to the facade and to be used in some part of the gameplay: security personnel, surveillance, snipers, rooftop escapes, or even a landing zone for a helicopter.

Neon:

It is optional and can be toggled on or off directly from the hierarchy. Within a collection are the elements that make up these neon lines. On one hand, there is the option for neon in the hallway and side doors, and on the other hand, the option to add this neon to the exterior of the front door, the main one.

It serves not only for aesthetics but also to guide the eye and a potential player.

Interior/Exterior Design:

The model is fully traversable from the outside and inside, just like any real-life building. It is designed using modules and a shell, keeping lightmap baking in mind and to avoid bleeding: the walls are modular internally and are covered on their opposite side by a shell, so that the baking does not have the possibility of leaking Texel calculations. Conversely, the floors are single-piece (as is the ceiling) to offer continuity in the lighting.

Materials:

Atlas, Glass*, Glass Opaque, Metal, Emission White, and Neon Color. *We use our Glass for Eevee, a material created with just a few nodes that, when combined correctly, solve transparency issues in this engine, allowing you to see glass over glass and objects behind them with a lightweight shader. This material can be downloaded for free from our store.

Technical Details:

  • Source file: .blend (Blender 3.6 or higher)
  • Export files: .fbx, .obj, .usdc
  • Polygon and vertex count: Base Architecture: 17k polygons | 21k vertices Assets (furniture and misc): 53k polygons | 58k vertices Complete (Base + Assets): 70k polygons | 79k vertices

Textures:

3 interchangeable BaseColor/Albedo RGBA Atlases + Roughness + Normal Map, in Targa format and 2K resolution (I have left free space in the Atlas so you can add decals or extras without needing to use another separate texture).

License:

Royalty Free.

What's included in this product?

  • Objects:

Base Architecture: Floor, ceiling, walls, and smooth shells with baseboards, with tiles up to half-height; double-leaf windows with shutters, double-leaf sliding windows, double-leaf sliding transom windows, fixed glass, solid double doors and doors with glass, plain single doors with bevel, and 2 wide doors with latches; facade columns, fake light fixtures, switch boxes (single, double, and triple), and wall outlets (single and double).

Assets: Fixed partitions, movable privacy screens, 3 waiting benches, complete toilet with water and movable button (metal and plastic type), vanity unit with faucet and tap; clinical-style beds (metal with low poly mattress and pillow), 3 trash can models (large, medium, small; circular and rectangular, with and without trash), refrigerator with light, 2 glass shelves and 3 door compartments; metal stools, chairs, desks with sliding drawers and the option to add a glass material to the top; 2 long cabinets (C) with ceramic tops, inner shelf, and 8 sliding doors (each); stainless steel sink with two faucets and tap; shelving units with 4 spaces (each); 2 lockers with 8 compartments with functional doors (4 upper, 4 lower layout); cardboard-style boxes in 2 sizes; loose papers, colored folder, and low poly pencil.

  • Files:

1 ZIP file containing:

  • ALL Folder (drag and drop into your project and use directly) with:.blend source file with the architecture and assets placed and not instanced, exactly as shown in the product renders.Exports subfolder with the same content in .fbx, .usdc, .obj/.mlt, and .glb formats.Textures subfolder with the 3 BaseColor/Albedo maps (Gray, Green, Reddish), Roughness map, and Normal map, all in Targa format and 2K resolution.
  • PARTS Folder (the product divided into base/architecture and loose individual assets for instancing or dressing the scene as you like) with:Base_Architecture and Assets files in .blend format.Exports subfolder with the same content in .fbx, .usdc, .obj/.mlt, and .glb formats.Textures subfolder with the 3 BaseColor/Albedo maps (Gray, Green, Reddish), Roughness map, and Normal map, all in Targa format and 2K resolution.
  • Textures Folder (with the same textures—I wanted to ensure everything works from any folder, even though they are embedded).
  • Renders folder with promotional product images.
  • License and ReadMe

I will be publishing units 2 (U2) and 3 (U3) as soon as they are ready; they follow the same design line and are compatible with each other.

The model is yours and for you; make it your own by adding the relevant assets from your project and modifying whatever you need!

_Best of luck with your development! Let me know how it went and, if possible, share it with me; I would be very happy to see the result in its full expression and application.

Best regards!

Surrealisium | SRLM(c) 2026. All rights reserved

REVIEWS & COMMENTS

See what other buyers think about this model - real feedback on quality,
accuracy, and usability.
There are no reviews or comments yet. Please be the first one to write it.
BEST PRICE GUARANTEED
Found this model cheaper on another marketplace? Let our support team know - we’ll match it.

Admissions Unit - Interior Exterior and Assets - Game-Ready Low-poly 3D model

Royalty Free License
Hire
Like this model to show appreciation to the designer.
See how many times this model was viewed.
Share this model to support the designer and boost their visibility.
Native file format
BLEND3 files
Size: 219 MB
Eevee | 3.6
Eevee | 3.6
Cycles | 3.6
Exchange formats
OBJ
OBJ | 2 files<br />File Size: 146 MB
FBX
Autodesk FBX<br />File Size: 73 MB
GLTF
glTF | 2 files<br />File Size: 146 MB
JPG
JPG | 2 files<br />File Size: 146 MB
USD
USD<br />File Size: 73 MB
TEXTURES
Textures<br />File Size: 73 MB
Provided by designer
Information and details shared directly by the model's designer.
3D Features
Textures
The model includes image files (textures) that add color, patterns, or detail to its surfaces.
UV Mapping
The model's surfaces are mapped to a 2D image, allowing textures to display correctly.
Plugins Used
Some external plugins were used to create the model. These may be required for full functionality.
3D printing
Indicates whether the designer marked this model as suitable for 3D printing.
Model is not 3D printable
The designer indicates this model is intended for digital use only (rendering, animation, or AR/VR) and not for 3D printing.
Geometry
Polygon mesh
A model built from polygons (triangles or quads) connected in a mesh.
70000 polygons
The total number of polygons (flat shapes) that make up the 3D model.
/
79000 vertices
The number of points (corners) that define the shape of the model's polygons.
Unwrapped UVs
Publish date
Model ID
Chat