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- Lights
- Cameras
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Required PBR textures:
- Base Color
- Roughness
- Metalness
- Normal
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EVO - AUTONOMOUS LAST-MILE DELIVERY ROBOT
A production-ready concept vehicle built at true real-world scale(1200 x 800 x 1050 mm) and separated the way a professional assetshould be: 319 named objects in 8 logical groups, so every panel,sensor and light strip can be selected, re-textured or animated onits own.
WORKING DOORS AND A REAL INTERIOR
Both openings are cut straight through the body shell - the hull issolidified to a 9 mm wall with moulded rubber surrounds around eachaperture. Open a door and you find an actual cargo bay, not theinside of a sealed box: 2 x 2 compartments, ribbed floor, aluminiumloading sill, tie-down loops, interior LED strips, a bulkheadservice hatch and a hot-swappable battery module.
The top lift door and the rear cargo hatch have their origins placedon their hinge lines and ship keyframed: closed - open - hold -closed across a 6 second loop, with the roof LiDAR spinningcontinuously. Everything mounted on a door is parented to it andtravels with it.
FULL MECHANICAL DETAIL UNDER THE BODY
Independent double-wishbone suspension with coil-overs, in-wheeldrive motors with glowing status rings, ventilated brake discs with24 internal cooling vanes and blue calipers visible through thethree-spoke rims, a chassis frame with cross members, and five-bolthubs. Every wheel part pivots on its own hub centre, so wheels canbe spun or steered immediately.
DETAILING THAT READS AS A BUILT OBJECT
360 degree LiDAR module with emissive windows on a raised boss,stereo camera bar with chrome trim, 8 ultrasonic sensors, cornerproximity sensors, segmented sensor/solar roof panels, longitudinaland lateral roof shut lines, rear quarter cooling louvres, chargeport flap, A-pillar parting lines, rear diffuser fins, arch trimwith studs, and a full LED signature - blue accent lines, whiteheadlight bars, red tail bar and amber indicators.
BAKED 4K PBR TEXTURES
All 319 meshes share one packed UV atlas, so the whole robot drawswith a single material - one draw call in a game engine. The setships as Base Color, Base Color + AO, Ambient Occlusion, Normal(OpenGL, with a rounded-edge bevel baked in), Roughness, Metallic,Emissive, and an ORM packed map for Unreal and Unity. Subtle edgewear and ground-up dirt are baked in so the surfaces read as a usedproduct rather than clean CG.
The native .blend still carries its 22 separate procedural materials,so nothing is locked down - you can re-colour any part parametrically.
TECHNICAL
FILES INCLUDED
Every preview image is a straight render from the delivered file -nothing is retouched, upscaled or composited.