Build classrooms, labs, museums, medical scenes and microscopic worlds with 16 science models at display scale (about 1 m): a Bohr atom whose electrons orbit (Idle and Excited clips), water molecules with hydrogen bonds, caffeine, a salt crystal lattice, a C60 fullerene, a DNA double helix, a protein ribbon, animal and plant cells cut open on their organelles, a bacterium with its flagella, blood cells, a myelinated neuron, a coronavirus, a bacteriophage, an adenovirus and an antibody. 4 levels of detail and 2 colour variants each, many of them glowing (neon molecules, fluorescence microscopy cells).
KEY FEATURES
- Textbook accurate: real bond angles, B-DNA geometry, biconcave red blood cells, C60
- Cut-away cells: nucleus, mitochondria with cristae, ER, Golgi, chloroplasts and vacuole
- Neon and fluorescence variants glow through emission maps; the atom is rigged and animated
- 4 levels of detail per model, 176 to 15 020 triangles, with ready-made LOD Group prefabs
- 2 colour variants per model (32 in total) by texture swap: one material, one 256x256 texture, one draw call per model
- PLUS a Realistic PBR version of every model (1 580 to 8 422 triangles, 2048x2048 albedo, normal and mask maps per colour, same rig and clips): low poly and realistic in one pack
- Generic rig, 2 bone influences per vertex, in-place clips: Excited, Idle
- Built-in, URP and HDRP, set up automatically for the active pipeline: materials, Animator Controllers, prefabs and a demo scene
- Real-world scale (1 unit = 1 m), clean pivots, English names
- FBX and glTF 2.0 files, guides for Unity, Unreal Engine, Godot, Blender and the web
MODELSAtom, Water Molecules, Caffeine, Salt Crystal, Fullerene, DNA, Protein, Animal Cell, Plant Cell, Bacterium, Blood Cells, Neuron, Coronavirus, Bacteriophage, Adenovirus, Antibody
DETAIL LEVELSLow and Medium are simple volumes; High and Ultra are built further, not just smoothed: double bonds and pi clouds, phosphate beads and base pair plates with hydrogen bonds, bevelled ribbons and a bound ligand, mitochondrial cristae, ribosomes on the endoplasmic reticulum, thylakoid stacks, plasmodesmata, dendritic spines and synaptic vesicles, trimeric spike heads and glycans, capsomer tiles, tail fibre knees, disulfide bridges and hypervariable loops, electron trails.
Documentation included (Markdown and HTML), with setup, animation, colour and engine guides.
Trailer: https://youtu.be/TN4v3Oh46Ao
- Models: 16 (1 animated)
- Levels of detail: 4 (Low, Medium, High, Ultra), LOD Group prefabs
- Triangles: 176 to 15 020 per model and level (full table in the documentation)
- Textures: 256x256 PNG palette per colour variant (32 variants), plus metallic/smoothness and emission maps
- Materials: 1 per model and colour, generated for Built-in (Standard), URP (Lit) and HDRP (Lit)
- UV mapping: UV0 palette
- Realistic versions: 16 models, 1 580 to 8 422 triangles, unique UVs (non-overlapping), 2048x2048 PNG maps: albedo per colour, normal (OpenGL), mask map (metallic, occlusion, smoothness), emission; PBR materials and prefabs generated for Built-in, URP and HDRP
- Rigging: yes, Generic rig, 2 bone influences per vertex
- Animation: Excited, Idle (in place, 24 fps, not all clips for every model)
- Animation type: Generic, Animator Controller per model included
- Scale: 1 unit = 1 m, real-world sizes, pivot on the ground
- Formats: FBX and glTF 2.0 (.glb, textures embedded)
- Unity: Unity 6.2 (6000.2) or newer; Built-in, URP, HDRP
- Demo scene included, documentation (Markdown + HTML)