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part repeated) and Ch2 (No overlapping)\n    * Prefab with LODs\n    * Individual High and low model prefabs\n    * Materials: 1\n\n- Control panel Monitor: LOD0: 118 tris (76 verts) and LOD1 86 tris (58 verts)\n    * UV mapping Ch1 (some overlaping for symmetry or part repeated) and Ch2 (No overlapping)\n    * Prefab with LODs\n    * Individual High and low model prefabs\n    * Materials: 1\n\n- Hydraulic Machine: LOD0: 2938 tris (1729 verts) and LOD1 942 tris (687 verts)\n    * UV mapping Ch1 (some overlaping for symmetry or part repeated) and Ch2 (No overlapping)\n    * Prefab with LODs\n    * Individual High and low model prefabs\n    * Materials: 1\n\n- Main Beam: 1,938 tris (954 verts) \n    * UV mapping Ch1 (some overlaping for symmetry or part repeated) and Ch2 (No overlapping) \n    * Materials: 1\n    \n- Torture Machine: LOD0: 28514 tris (1836 verts) and LOD1 1507 tris (1056 verts)\n    * UV mapping Ch1 (some overlaping for symmetry or part repeated) and Ch2 (No 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Building","price":5.0,"description":"File formats:\n\nSteel Building.mtl OBJ (.obj, .mtl) 2022\n\nNative Steel Building texture fr game.ma Autodesk Maya (.ma, .mb) 2022 Arnold 2022\n\nNative Steel Building texture.ma Autodesk Maya (.ma, .mb) 2022 Arnold 2022\n\nNative Steel Building.ma Autodesk Maya (.ma, .mb) 2022 Default 2022\n\nSteel Building animation.7173.mov KeyShot (.bip, .ksp) 10.0\n\nNative Untitled.blend Blender (.blend) 5.0 Default 5.0\n\nSteel Building.obj OBJ (.obj, .mtl) 2022\n\nSteel Building animation.bip KeyShot (.bip, .ksp) 10.0\n\nSteel Building.fbx Autodesk FBX (.fbx) 2022\n\nSteel Building texture.bip KeyShot (.bip, .ksp) 10.0\n\nlambert1_Metallic.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 8.3.0\n\nlambert1_Roughness.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 8.3.0\n\nlambert1_Normal.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 8.3.0\n\nlambert1_Base_color.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 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Industrial Ventilation Fan Collection  5 Models","price":17.99,"description":"Post-apocalyptic industrial ventilation fan collection for games and real-time environments.\n\nThis pack includes 5 unique low-poly industrial ventilation fans with texture variations in total, PBR materials, 2K/4K textures, and loopable 360° blade rotation animation.\n\nEach model consists of separate objects, allowing easy customization. Parts such as cloth covers, grids, frames, bases and cables can be removed, modified or replaced to fit your own scene.\n\nIncludes quad and triangulated versions with applied textures.\n\nTextures:\n\n- PNG format\n- 2K (applied) + 4K (included)\n\nMaps:\n\n- Base Color (AO baked, separate AO map included)\n- Normal\n- Roughness\n- Metallic\n- Opacity (for applicable grids and casings)\n\nFormats:\n\n- FBX\n- OBJ\n- BLEND 5.0\n- BLEND 3.0\n- GLTF / GLB ( only 2 fan models with frames)\n\n!!!Created and tested in Blender 5.0. Blender 3.0 version included for compatibility. 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steel building 02","price":6.0,"description":"File formats:\n\nNative steel building 02.ma Autodesk Maya (.ma, .mb) 2022 Default 2022\n\nsteel building 02 animation.bip KeyShot (.bip, .ksp) 10.0\n\nsteel building 02.obj OBJ (.obj, .mtl) 2022\n\nsteel building 02 texture.bip KeyShot (.bip, .ksp) 10.0\n\nNative steel building 02 texture fr game.ma Autodesk Maya (.ma, .mb) 2022 Arnold 2022\n\nNative steel building 02 texture.ma Autodesk Maya (.ma, .mb) 2022 Arnold 2022\n\nNative Untitled.blend Blender (.blend) 5.0  Default 5.0\n\nsteel building 02.fbx Autodesk FBX (.fbx) 2022\n\nsteel building 02.mtl OBJ (.obj, .mtl) 2022\n\nsteel building 02 animation.9139.mov KeyShot (.bip, .ksp) 10.0\n\nlambert1_Base_color.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 8.3.0\n\nlambert1_Roughness.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 8.3.0\n\nlambert1_Metallic.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 8.3.0\n\nlambert1_Height.tx Substance Painter (.spp, .sbsar, .spsm) 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width=\"900\"\u003e\u003c/p\u003e\u003cp\u003e\u003cimg class=\"alignnone size-full wp-image-9975\" title=\"spaceship keeper rusty\" src=\"https://3dartdh.files.wordpress.com/2017/03/spaceship-keeper-rusty-version-5.jpg\" alt=\"Spaceship - Keeper - Rusty Version (5)\" width=\"900\"\u003e\u003c/p\u003e\u003cp\u003e\u003cimg class=\"alignnone size-full wp-image-9979\" title=\"spaceship keeper rusty\" src=\"https://3dartdh.files.wordpress.com/2017/03/spaceship-keeper-rusty-version-9.jpg\" alt=\"Spaceship - Keeper - Rusty Version (9)\" width=\"900\"\u003e\u003c/p\u003e","imageAlt":"3D Spaceship - Keeper - Rusty 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formats:\n\nNative Untitled.blend Blender (.blend) 4.4 Default 4.4\n\nBoatyard animation.bip KeyShot (.bip, .ksp) 10.0\n\nBoatyard.mtl OBJ (.obj, .mtl) 2024\n\nNative Boatyard texture.mb Autodesk Maya (.ma, .mb) 2024 Arnold 2024\n\nNative Boatyard texture fr game.mb Autodesk Maya (.ma, .mb) 2024 Arnold 2024\n\nBoatyard.fbx Autodesk FBX (.fbx) 2024\n\nBoatyard animation.5049.mov KeyShot (.bip, .ksp) 10.0\n\nNative Boatyard.mb Autodesk Maya (.ma, .mb) 2024 Default 2024\n\nBoatyard.obj OBJ (.obj, .mtl) 2024\n\nBoatyard texture.bip KeyShot (.bip, .ksp) 10.0\n\nstandardSurface1_Base_color_1001_sRGB_ACEScg.jpg.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 8.3.0\n\nstandardSurface1_Roughness_1001_Raw_ACEScg.jpg.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 8.3.0\n\nstandardSurface1_Height_1001_Raw_ACEScg.jpg.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 8.3.0\n\nstandardSurface1_Metallic_1001_Raw_ACEScg.jpg.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 8.3.0\n\nstandardSurface1_Normal_1001_Raw_ACEScg.jpg.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 8.3.0\n\nUnits: Centimeters\n\nVerts : 6098\n\nEdges : 12084\n\nFaces : 6042\n\nTris : 12004\n\nUvs : 7145\n\nThis model can be used for video and game assets","imageAlt":"Boatyard 3D 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Send me a message!**\nhttps://yarrawah.chat/discord\n\n**Email - support@yarrawah.com**\n\n\n\n**Videos**\n\n**Teaser Trailer:**\nhttps://youtu.be/VFHXxpEl7Og\n\nBP_Drivable - 2.0 Update Showcase:\nhttps://youtu.be/vAs-HmUMYfM\n\nOverview:\nhttps://youtu.be/uc2wc4TDAVI\n\nBP_Interactable + Editor Optimizations (1500+ interactive vehicles, 120fps demonstration):\nhttps://youtu.be/mNSfTd_2OBU\n\nProxy texture generation + adding new materials:\nhttps://youtu.be/anQ_puIhua0\n\n\n\n**Updates \u0026 Roadmap:**\nUpdate 3.0.0 (07/03/2022) is now live!\n\nChange Log:\nhttps://yarrawah.market/VehicleChangelog\n\nRoad Map:\nhttps://yarrawah.market/VehicleRoadmap\n\n**Overview**\nThis asset is filled with a lot of features. Briefly, the main features are interactable vehicles, and drivable vehicles with multiplayer support.\n\n- All blueprints fully replicated for multiplayer\n- Infinite variations\n- Advanced Drivable Blueprint - Burnouts, screeching, tire decals, a complete lighting system (headlights/night-mode, brakes, indicators), engine/tire sounds, and satisfying physics. Drag and drop, and supports character controller switching.\n- Functional odometer/RPM + animated gear stick/steering wheel\n- Advanced Interactable Procedural Vehicle Blueprints that work with Foliage Actors for instanced, dynamic, destructible, and interactable vehicles.\n- Destructible (windows, side mirrors, antenna, wipers)\n- Advanced Event Buttons that allow you to regenerate the selected vehicle, or all vehicles on the map, for rapid iteration and prototyping\n- ~100 exposed procedural parameters\n- Fully customizable paint jobs - Custom Albedo Masks\n- Foliage and Moss Simulations - Simulations have been run in third-party software and imported into Unreal for realistic coverage. (22 unique foliage meshes and 20 shared foliage meshes per vehicle)\n- Expandable Proxy Mesh System\n- Custom hand-modeled simplified collision meshes\n- Hand-made and calibrated LOD's and single draw-call proxy meshes\n- Animated, sound effects, particles - Game-ready and optimized!\n\n**Complete \u0026 Game Ready**\n\nThis asset is game-ready. It contains animations, sound effects, and particles so you can be confident you are purchasing an actual game-ready asset, that can be drag-and-dropped, without requiring additional sounds or particles. The only setup required is for your character controller (\u003c5 mins).\n\n\n\n**Drivable - Custom Skeleton and Skeletal Mesh**\nAn advanced replicated drivable demo is included. Control the doors/boot/hood, wheels, and steering wheel. The gear stick will animate as the car automatically shifts gears. Swap between interior/exterior view, to view a functional odometer + RPM meter. Stationary burnouts,momentum-based tire decals, and sound effects are included, as well as satisfying engine sounds. Particles are provided for the exhaust, burnouts, and decals. The lights are fully set up with channel-packed emissive masks and configured lighting for realistic headlights (night mode), indicators, and brakes. These lights have been tested in different environments and look great out of the box.\n\nA fully rigged Skeletal Mesh version of the vehicle is included. It has a custom skeleton and includes bones for:\n\n1. Each Individual Wheel\n2. Each Individual Door\n3. Steering Wheel\n4. Gear Stick\n5. Boot\n6. Hood\nLevel Designer Friendly\n\nLevel designer-friendly, with extensive designer tools, allowing you to generate thousands of vehicles quickly, without having to worry about performance (editor + ingame optimizations run independently). The designer tools are easy to use with event buttons, giving you complete control over the generation tools, as opposed to the construction script which runs on map load, etc.\n\n\n\n**Procedural Vehicle Generation**\n\nProduce near-infinite vehicle variations with the custom BP_Interactable blueprint. It includes ~100 exposed parameters giving you complete control over a generation. Tooltips have been provided for each exposed parameter, allowing you to quickly understand what each feature provides. A full list of parameters can be seen in the .pdf documentation.\n\n\n\n**Instanced Dynamic Meshes**\n\nCustom blueprint functions have been created to seamlessly swap instanced static meshes, with movable static meshes. This allows you have to thousands of vehicles while maintaining a reasonable number of draw-calls. This also allows for some parts of the vehicle to be destructible e.g. the windows, the side mirrors, windscreen wipers, and antenna. All of these dynamic meshes are cleaned up at a user-defined distance. More information can be found in the .pdf documentation. All LOD's are made by hand and each LOD screen size is adjusted for the best results.\n\n\n\n**Foliage Tools and Integration**\n\nIn Unreal Engine 4.25 above, the new Foliage Actor component is leveraged allowing you to paint and procedurally generate interactable vehicles into your map. This allows for rapid prototyping and can be useful for populating long stretches of highway, junkyards, etc.\n\n\n\n**Interior and Bonuses**\n\nA high detailed interior, bottom/base, and engine are included. Flat tire variations are included and tires can be removed completely with 3D suspension and axles being visible. These vehicles will look good from any angle, inside out or upside down. They are highly modular and highly detailed.\n\n\n\n**Foliage (Leaf/Moss coverage)**\n\nMesh simulations are done outside of Unreal and imported allowing each vehicle to be uniquely cluttered with over 15 different leaf clutter variations and 7 cinematic quality mossy coverage variations.\n\n\n\n**Sound Effects and Particles**\n\nSound effects are included for the lootable interactions. The doors will creak and slam shut. The leaves will flutter as they fall away when you open the boot. The glass will shatter with a satisfying effect. The engine will roar and the tires will screech. Each sound is configured with basic attenuation and 3D settings for convincing results when interacting with the vehicles.\n\n\n\n**Smart Actors**\n\nThese actors can detect player distance, use almost no resources when idle, and clean up after themselves with a variety of optimization levels (medium and far distance). There is logic to prevent doors from opening when they shouldn't or leaves from spawning when they shouldn't. This product has gone through extensive testing to ensure no undesirable generation or clipping will occur when producing new variations. All optimizations run independently from each other allowing you to disable/enable them without concern.\n\nTechnical Details \n\n**Texture Variations**\nAged and mossy material variations. These variations all come with unique albedo masks allowing for complete control over the vehicle's paint color, without affecting areas of the vehicle that are unpainted/rusted/dirty.\n\n**Number Plates**\nNumber plate provided, or Intentionally left blank (update coming). You can modify the texture, or attach your own model to suit your game's world!\n\n**Technical Features:**\n\n- BP_Interactable (Main blueprint for interactable vehicle placement)\n- BP_Drivable\n- BP_FirstPersonCharacter (Basic FPS character that has been modified to send interaction events to the vehicle)\n- 8 Demo Maps\n\n**Number of Unique Meshes:** 39 static mesh foliage components, 42 static mesh vehicle components, 1 skeletal mesh\n\n**Skeleton/Rigged:** Custom skeleton\n\n**Collision:** Yes, Custom/Automatically Generated\n\n**Vertex Count:**\n\n**1. Per Vehicle Average:** 50,000-60,000 triangles LOD0 to 489 Single Drawcall Proxy Mesh\n\n**2. Cinematic Moss:** 469,000 to 5,000. With instancing and aggressive culling these can be used in-game, but they should be reserved for Hero Objects, Cinematics, or used with caution. 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Arm_Mover_Bone\n2. Grab_Bone\n\n---\n\nThe rig has a bone to parent the objects that will be moved. So that the object can follow the rotation and position in the center of the gripper.\n\n1. Parent_Bone\n\n---\n\nThe not baked verion with all bone animation constraints is attached as download.\n\n---\n\nPBR textures are available in 8k and 4k resolutions.\n\n---\n\n- **Available Exchange Format**\n\n- Autodesk FBX (.fbx)\n- OBJ (.obj, .mtl)\n- glTF (.gltf, .glb)\n- X3D (.x3d)\n- Collada (.dae)\n- Stereolithography (.stl)\n- Polygon File Format (.ply)\n- Alembic (.abc)\n- DXF (.dxf)\n- USDC\n\n---\n\n- Object center point is where it should be, so you can place the object easily on your ground\n\n- **Native format** (*.blend)\n\n---\n\n- Christmas Video 2023 https://youtu.be/qtoVZG6Eo7Y?feature=shared\n- 360° Video Test https://youtu.be/0oCooswCgiU?feature=shared\n\n- All textures are packed into the *.blend files. \n- I exported an FBX format with packed textures for each object, so you can easily import it into Unity, \nUnreal or any other 3D program with textures and material. (ObjectTexture-Packed.fbx) \n- also I added a folder with all the textures in it. \n- The exported glb and gltf formats have packed textures and I checked them in Microsoft 3D Viewer.\n- Other available export formats are ABC, DAE, DXF, OBJ + MTL, PLY, STL and X3D\n- The object's insertion point (origin) is where it should be, so you can easily and correctly place the object on the floor in your scene.\n\n---\n\nMade with Blender-2.93\n\nThe product published under this Licence (Royalty Free License) may not be sold, given or transferred to any other person or entity in the form in which it was downloaded from the Website, but it may be used multiple times in your commercial projects after you have paid for it once.\n  \nThe 3D models were low-poly modeled and pbr-textured by 3DHaupt for the Software Service John GmbH. \n\nLast update: 13:01:58  12.01.24\n\n\n----\n\n\nHere is the orange low-poly version of the industrial robot arm. \nCreated for and tested in our 2023 Christmas Video. \n \n- Object Dimensions -  2.495m x 6.471m x 6.281m\n   \n---     \n  \n- Vertices = 28942\n- Edges = 59492\n- Polygons = 30634\n \n---\n\n- **Materials**\n\nMaterial - Industrial-Robotic-Arm_Rusty:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n* Industrial Robot Arm_Rust_Ro.jpg(8192x8192px)\n* Industrial Robot Arm_Rust_Met.jpg(8192x8192px)\n* Industrial Robot Arm_Rust_Col_2.jpg(8192x8192px)\n* Industrial Robot Arm_Rust_Nor3.jpg(8192x8192px)\n\n---\n\nThe rig (armature) is designed to be easily animated in Blender-3D by using only 2 control bones.\n\n1. Arm_Mover_Bone\n2. Grab_Bone\n\n---\n\nThe rig has a bone to parent the objects that will be moved. So that the object can follow the rotation and position in the center of the gripper.\n\n1. Parent_Bone\n\n---\n\nThe not baked verion with all bone animation constraints is attached as download.\n\n---\n\nPBR textures are available in 8k and 4k resolutions.\n\n---\n\n- **Available Exchange Format**\n\n- Autodesk FBX (.fbx)\n- OBJ (.obj, .mtl)\n- glTF (.gltf, .glb)\n- X3D (.x3d)\n- Collada (.dae)\n- Stereolithography (.stl)\n- Polygon File Format (.ply)\n- Alembic (.abc)\n- DXF (.dxf)\n- USDC\n\n---\n\n- Object center point is where it should be, so you can place the object easily on your ground\n\n- **Native format** (*.blend)\n\n---\n\n- Christmas Video 2023 https://youtu.be/qtoVZG6Eo7Y?feature=shared\n- 360° Video Test https://youtu.be/0oCooswCgiU?feature=shared\n\n- All textures are packed into the *.blend files. \n- I exported an FBX format with packed textures for each object, so you can easily import it into Unity, \nUnreal or any other 3D program with textures and material. (ObjectTexture-Packed.fbx) \n- also I added a folder with all the textures in it. \n- The exported glb and gltf formats have packed textures and I checked them in Microsoft 3D Viewer.\n- Other available export formats are ABC, DAE, DXF, OBJ + MTL, PLY, STL and X3D\n- The object's insertion point (origin) is where it should be, so you can easily and correctly place the object on the floor in your scene.\n\n---\n\nMade with Blender-2.93\n\nThe product published under this Licence (Royalty Free License) may not be sold, given or transferred to any other person or entity in the form in which it was downloaded from the Website, but it may be used multiple times in your commercial projects after you have paid for it once.\n  \nThe 3D models were low-poly modeled and pbr-textured by 3DHaupt for the Software Service John GmbH. \n\nLast update: 13:01:58  12.01.24\n\n----\n\nHere is the alu low-poly version of the industrial robot arm. \nCreated for and tested in our 2023 Christmas Video. \n  \n- Object Dimensions -  2.495m x 6.471m x 6.281m \n    \n---     \n  \n- Vertices = 28942\n- Edges = 59492\n- Polygons = 30634\n \n---\n\n- **Materials**\n\nMaterial - Industrial-Robotic-Arm_Alu:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n* Industrial Robot Arm_Alu_Met.jpg(8192x8192px)\n* Industrial Robot Arm_Alu_Ro.jpg(8192x8192px)\n* Industrial Robot Arm_Alu_Nor.jpg(8192x8192px)\n* Industrial Robot Arm_Alu_Col.jpg(8192x8192px)\n\n--- \n\nThe rig (armature) is designed to be easily animated in Blender-3D by using only 2 control bones.\n\n1. Arm_Mover_Bone\n2. Grab_Bone\n\n---\n\nThe rig has a bone to parent the objects that will be moved. So that the object can follow the rotation and position in the center of the gripper.\n\n1. 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(ObjectTexture-Packed.fbx) \n- also I added a folder with all the textures in it. \n- The exported glb and gltf formats have packed textures and I checked them in Microsoft 3D Viewer.\n- Other available export formats are ABC, DAE, DXF, OBJ + MTL, PLY, STL and X3D\n- The object's insertion point (origin) is where it should be, so you can easily and correctly place the object on the floor in your scene.\n\n---\n\nMade with Blender-2.93\n\nThe product published under this Licence (Royalty Free License) may not be sold, given or transferred to any other person or entity in the form in which it was downloaded from the Website, but it may be used multiple times in your commercial projects after you have paid for it once.\n  \nThe 3D models were low-poly modeled and pbr-textured by 3DHaupt for the Software Service John GmbH. \n\nLast update: 15:46:53  10.01.24","imageAlt":"3D asset Rigged Industrial Robot Arm Alu Orange and 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I have been working on it for quite some time.\nThe model is fully rigged IK(Inverse Kinematics)\n- Full PBR Textures\n- Also, with all the controllers for gimbles and body parts like lasers, helmet, flaps, etc.\n- The Blend file comes with a pose library which contains some pre-saved poses for the iron man model.\n- Formats Available:\n    - OBJ\n    - FBX\n    -Blend(native)\n\nThanks for viewing. Do leave a review if you like the model and also dome suggestions.","imageAlt":"3D Iron Man MK-7 Armour from The Avengers 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Send me a message!\nhttps://yarrawah.chat/discord\n\n**Email - support@yarrawah.com**\n    \n\n\n    **Videos**\n\n**Teaser Trailer:**\nSedan: https://youtu.be/qa62I771RnU\nVan: https://youtu.be/VFHXxpEl7Og\n\nBP_Drivable - 2.0 Update Showcase:\nhttps://youtu.be/vAs-HmUMYfM\n\nOverview:\nhttps://youtu.be/uc2wc4TDAVI\n\nBP_Interactable + Editor Optimizations (1500+ interactive vehicles, 120fps demonstration):\nhttps://youtu.be/mNSfTd_2OBU\n\nProxy texture generation + adding new materials:\nhttps://youtu.be/anQ_puIhua0\n\n\n\n**Updates \u0026 Roadmap:**\nUpdate 3.0.0 (07/03/2022) is now live!\n\nChange Log:\nhttps://yarrawah.market/VehicleChangelog\n\nRoad Map:\nhttps://yarrawah.market/VehicleRoadmap\n\n**Overview**\nThis asset is filled with a lot of features. Briefly, the main features are interactable vehicles, and drivable vehicles with multiplayer support.\n\n- All blueprints fully replicated for multiplayer\n- Infinite variations\n- Advanced Drivable Blueprint - Burnouts, screeching, tire decals, a complete lighting system (headlights/night-mode, brakes, indicators), engine/tire sounds, and satisfying physics. Drag and drop, and supports character controller switching.\n- Functional odometer/RPM + animated gear stick/steering wheel\n- Advanced Interactable Procedural Vehicle Blueprints that work with Foliage Actors for instanced, dynamic, destructible, and interactable vehicles.\n- Destructible (windows, side mirrors, antenna, wipers)\n- Advanced Event Buttons that allow you to regenerate the selected vehicle, or all vehicles on the map, for rapid iteration and prototyping\n- ~100 exposed procedural parameters\n- Fully customizable paint jobs - Custom Albedo Masks\n- Foliage and Moss Simulations - Simulations have been run in third-party software and imported into Unreal for realistic coverage. (22 unique foliage meshes and 20 shared foliage meshes per vehicle)\n- Expandable Proxy Mesh System\n- Custom hand-modeled simplified collision meshes\n- Hand-made and calibrated LOD's and single draw-call proxy meshes\n- Animated, sound effects, particles - Game-ready and optimized!\n\n**Complete \u0026 Game Ready**\n\nThis asset is game-ready. It contains animations, sound effects, and particles so you can be confident you are purchasing an actual game-ready asset, that can be drag-and-dropped, without requiring additional sounds or particles. The only setup required is for your character controller (\u003c5 mins).\n\n\n\n**Drivable - Custom Skeleton and Skeletal Mesh**\nAn advanced replicated drivable demo is included. Control the doors/boot/hood, wheels, and steering wheel. The gear stick will animate as the car automatically shifts gears. Swap between interior/exterior view, to view a functional odometer + RPM meter. Stationary burnouts,momentum-based tire decals, and sound effects are included, as well as satisfying engine sounds. Particles are provided for the exhaust, burnouts, and decals. The lights are fully set up with channel-packed emissive masks and configured lighting for realistic headlights (night mode), indicators, and brakes. These lights have been tested in different environments and look great out of the box.\n\nA fully rigged Skeletal Mesh version of the vehicle is included. It has a custom skeleton and includes bones for:\n\n1. Each Individual Wheel\n2. Each Individual Door\n3. Steering Wheel\n4. Gear Stick\n5. Boot\n6. Hood\n\n**Level Designer Friendly**\n\nLevel designer-friendly, with extensive designer tools, allowing you to generate thousands of vehicles quickly, without having to worry about performance (editor + ingame optimizations run independently). The designer tools are easy to use with event buttons, giving you complete control over the generation tools, as opposed to the construction script which runs on map load, etc.\n\n\n\n**Procedural Vehicle Generation**\n\nProduce near-infinite vehicle variations with the custom BP_Interactable blueprint. It includes ~100 exposed parameters giving you complete control over a generation. Tooltips have been provided for each exposed parameter, allowing you to quickly understand what each feature provides. A full list of parameters can be seen in the .pdf documentation.\n\n\n\n**Instanced Dynamic Meshes**\n\nCustom blueprint functions have been created to seamlessly swap instanced static meshes, with movable static meshes. This allows you have to thousands of vehicles while maintaining a reasonable number of draw-calls. This also allows for some parts of the vehicle to be destructible e.g. the windows, the side mirrors, windscreen wipers, and antenna. All of these dynamic meshes are cleaned up at a user-defined distance. More information can be found in the .pdf documentation. All LOD's are made by hand and each LOD screen size is adjusted for the best results.\n\n\n\n**Foliage Tools and Integration**\n\nIn Unreal Engine 4.25 above, the new Foliage Actor component is leveraged allowing you to paint and procedurally generate interactable vehicles into your map. This allows for rapid prototyping and can be useful for populating long stretches of highway, junkyards, etc.\n\n\n\n**Interior and Bonuses**\n\nA high detailed interior, bottom/base, and engine are included. Flat tire variations are included and tires can be removed completely with 3D suspension and axles being visible. These vehicles will look good from any angle, inside out or upside down. They are highly modular and highly detailed.\n\n\n\n**Foliage (Leaf/Moss coverage)**\n\nMesh simulations are done outside of Unreal and imported allowing each vehicle to be uniquely cluttered with over 15 different leaf clutter variations and 7 cinematic quality mossy coverage variations.\n\n\n\n**Sound Effects and Particles**\n\nSound effects are included for the lootable interactions. The doors will creak and slam shut. The leaves will flutter as they fall away when you open the boot. The glass will shatter with a satisfying effect. The engine will roar and the tires will screech. Each sound is configured with basic attenuation and 3D settings for convincing results when interacting with the vehicles.\n\n\n\n**Smart Actors**\n\nThese actors can detect player distance, use almost no resources when idle, and clean up after themselves with a variety of optimization levels (medium and far distance). 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Send me a message!\nhttps://yarrawah.chat/discord\n\n**Email - support@yarrawah.com**\n\n\n**Videos**\n\n**Teaser Trailer:**\nHatchback: https://youtu.be/nHy61lwZvX8\nPickup: https://youtu.be/8A6111TLYG4\n\nBP_Drivable - 2.0 Update Showcase:\nhttps://youtu.be/vAs-HmUMYfM\n\nOverview:\nhttps://youtu.be/uc2wc4TDAVI\n\nBP_Interactable + Editor Optimizations (1500+ interactive vehicles, 120fps demonstration):\nhttps://youtu.be/mNSfTd_2OBU\n\nProxy texture generation + adding new materials:\nhttps://youtu.be/anQ_puIhua0\n\n\n\n**Updates \u0026 Roadmap:**\nUpdate 3.0.0 (07/03/2022) is now live!\n\nChange Log:\nhttps://yarrawah.market/VehicleChangelog\n\nRoad Map:\nhttps://yarrawah.market/VehicleRoadmap\n\n**Overview**\nThis asset is filled with a lot of features. Briefly, the main features are interactable vehicles, and drivable vehicles with multiplayer support.\n\n- All blueprints fully replicated for multiplayer\n- Infinite variations\n- Advanced Drivable Blueprint - Burnouts, screeching, tire decals, a complete lighting system (headlights/night-mode, brakes, indicators), engine/tire sounds, and satisfying physics. Drag and drop, and supports character controller switching.\n- Functional odometer/RPM + animated gear stick/steering wheel\n- Advanced Interactable Procedural Vehicle Blueprints that work with Foliage Actors for instanced, dynamic, destructible, and interactable vehicles.\n- Destructible (windows, side mirrors, antenna, wipers)\n- Advanced Event Buttons that allow you to regenerate the selected vehicle, or all vehicles on the map, for rapid iteration and prototyping\n- ~100 exposed procedural parameters\n- Fully customizable paint jobs - Custom Albedo Masks\n- Foliage and Moss Simulations - Simulations have been run in third-party software and imported into Unreal for realistic coverage. (22 unique foliage meshes and 20 shared foliage meshes per vehicle)\n- Expandable Proxy Mesh System\n- Custom hand-modeled simplified collision meshes\n- Hand-made and calibrated LOD's and single draw-call proxy meshes\n- Animated, sound effects, particles - Game-ready and optimized!\n\n**Complete \u0026 Game Ready**\n\nThis asset is game-ready. It contains animations, sound effects, and particles so you can be confident you are purchasing an actual game-ready asset, that can be drag-and-dropped, without requiring additional sounds or particles. The only setup required is for your character controller (\u003c5 mins).\n\n\n\n**Drivable - Custom Skeleton and Skeletal Mesh**\nAn advanced replicated drivable demo is included. Control the doors/boot/hood, wheels, and steering wheel. The gear stick will animate as the car automatically shifts gears. Swap between interior/exterior view, to view a functional odometer + RPM meter. Stationary burnouts,momentum-based tire decals, and sound effects are included, as well as satisfying engine sounds. Particles are provided for the exhaust, burnouts, and decals. The lights are fully set up with channel-packed emissive masks and configured lighting for realistic headlights (night mode), indicators, and brakes. These lights have been tested in different environments and look great out of the box.\n\nA fully rigged Skeletal Mesh version of the vehicle is included. It has a custom skeleton and includes bones for:\n\n1. Each Individual Wheel\n2. Each Individual Door\n3. Steering Wheel\n4. Gear Stick\n5. Boot\n6. Hood\nLevel Designer Friendly\n\nLevel designer-friendly, with extensive designer tools, allowing you to generate thousands of vehicles quickly, without having to worry about performance (editor + ingame optimizations run independently). The designer tools are easy to use with event buttons, giving you complete control over the generation tools, as opposed to the construction script which runs on map load, etc.\n\n\n\n**Procedural Vehicle Generation**\n\nProduce near-infinite vehicle variations with the custom BP_Interactable blueprint. It includes ~100 exposed parameters giving you complete control over a generation. Tooltips have been provided for each exposed parameter, allowing you to quickly understand what each feature provides. A full list of parameters can be seen in the .pdf documentation.\n\n\n\n**Instanced Dynamic Meshes**\n\nCustom blueprint functions have been created to seamlessly swap instanced static meshes, with movable static meshes. This allows you have to thousands of vehicles while maintaining a reasonable number of draw-calls. This also allows for some parts of the vehicle to be destructible e.g. the windows, the side mirrors, windscreen wipers, and antenna. All of these dynamic meshes are cleaned up at a user-defined distance. More information can be found in the .pdf documentation. All LOD's are made by hand and each LOD screen size is adjusted for the best results.\n\n\n\n**Foliage Tools and Integration**\n\nIn Unreal Engine 4.25 above, the new Foliage Actor component is leveraged allowing you to paint and procedurally generate interactable vehicles into your map. This allows for rapid prototyping and can be useful for populating long stretches of highway, junkyards, etc.\n\n\n\n**Interior and Bonuses**\n\nA high detailed interior, bottom/base, and engine are included. Flat tire variations are included and tires can be removed completely with 3D suspension and axles being visible. These vehicles will look good from any angle, inside out or upside down. They are highly modular and highly detailed.\n\n\n\n**Foliage (Leaf/Moss coverage)**\n\nMesh simulations are done outside of Unreal and imported allowing each vehicle to be uniquely cluttered with over 15 different leaf clutter variations and 7 cinematic quality mossy coverage variations.\n\n\n\n**Sound Effects and Particles**\n\nSound effects are included for the lootable interactions. The doors will creak and slam shut. The leaves will flutter as they fall away when you open the boot. The glass will shatter with a satisfying effect. The engine will roar and the tires will screech. Each sound is configured with basic attenuation and 3D settings for convincing results when interacting with the vehicles.\n\n\n\n**Smart Actors**\n\nThese actors can detect player distance, use almost no resources when idle, and clean up after themselves with a variety of optimization levels (medium and far distance). There is logic to prevent doors from opening when they shouldn't or leaves from spawning when they shouldn't. This product has gone through extensive testing to ensure no undesirable generation or clipping will occur when producing new variations. All optimizations run independently from each other allowing you to disable/enable them without concern.\n\nTechnical Details \n\n**Texture Variations**\nAged and mossy material variations. These variations all come with unique albedo masks allowing for complete control over the vehicle's paint color, without affecting areas of the vehicle that are unpainted/rusted/dirty.\n\n**Number Plates**\nNumber plate provided, or Intentionally left blank (update coming). You can modify the texture, or attach your own model to suit your game's world!\n\n**Technical Features:**\n\n- BP_Interactable (Main blueprint for interactable vehicle placement)\n- BP_Drivable\n- BP_FirstPersonCharacter (Basic FPS character that has been modified to send interaction events to the vehicle)\n- 8 Demo Maps\n\n**Number of Unique Meshes:** 78 static mesh foliage components, 78 static mesh vehicle components, 3 skeletal mesh\n\n**Skeleton/Rigged:** Custom skeleton\n\n**Collision:** Yes, Custom/Automatically Generated\n\n**Vertex Count:**\n\n1. Per Vehicle Average: 50,000-60,000 triangles LOD0 to 489 Single Drawcall Proxy Mesh\n2. Cinematic Moss: 469,000 to 5,000. With instancing and aggressive culling these can be used in-game, but they should be reserved for Hero Objects, Cinematics, or used with caution. 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Pier Pontoon","price":7.0,"description":"File formats:\n\nRiver Pier Pontoon.mtl OBJ (.obj, .mtl) 2024\n\nNative Untitled.blend Blender (.blend) 4.4 Default 4.4\n\nNative River Pier Pontoon texture fr game.mb Autodesk Maya (.ma, .mb) 2024 Arnold 2024\n\nRiver Pier Pontoon.fbx Autodesk FBX (.fbx) 2024\n\nNative River Pier Pontoon.mb Autodesk Maya (.ma, .mb) 2024 Default 2024\n\nRiver Pier Pontoon animation.bip KeyShot (.bip, .ksp) 10.0\n\nRiver Pier Pontoon.obj OBJ (.obj, .mtl) 2024\n\nNative River Pier Pontoon texture.mb Autodesk Maya (.ma, .mb) 2024 Arnold 2024\n\nRiver Pier Pontoon texture.bip KeyShot (.bip, .ksp) 10.0\n\nstandardSurface1_Metallic_1001_Raw_ACEScg.jpg.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 8.3.0\n\nstandardSurface1_Normal_1001_Raw_ACEScg.jpg.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 8.3.0\n\nstandardSurface1_Roughness_1001_Raw_ACEScg.jpg.tx Substance Painter (.spp, .sbsar, .spsm) 8.3.0 Iray 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Vehicles - Hatchback UE4 UE5","price":39.99,"description":"**Available for:**\n\nUE4.25+\n\nUE5.0\n\n\nThis product is also available in:\n\n**Pickup/Hatchback Twin Pack:** https://www.cgtrader.com/3d-models/car/standard/procedural-vehicles-pickup-hatchback-two-pack\n\n**Four Pack:** https://www.cgtrader.com/3d-models/car/standard/procedural-vehicles-four-pack\n\n\n**Quick Start**\n\nPDF Documentation - Highly recommended\nhttps://yarrawah.market/VehiclePDF\n\nDiscord - Need assistance? Send me a message!\nhttps://yarrawah.chat/discord\n\n**Email - support@yarrawah.com**\n\n\n\n**Videos**\n\n**Teaser Trailer:**\nhttps://youtu.be/nHy61lwZvX8\n\nBP_Drivable - 2.0 Update Showcase:\nhttps://youtu.be/vAs-HmUMYfM\n\nOverview:\nhttps://youtu.be/uc2wc4TDAVI\n\nBP_Interactable + Editor Optimizations (1500+ interactive vehicles, 120fps demonstration):\nhttps://youtu.be/mNSfTd_2OBU\n\nProxy texture generation + adding new materials:\nhttps://youtu.be/anQ_puIhua0\n\n\n\n**Updates \u0026 Roadmap:**\nUpdate 3.0.0 (07/03/2022) is now live!\n\nChange Log:\nhttps://yarrawah.market/VehicleChangelog\n\nRoad Map:\nhttps://yarrawah.market/VehicleRoadmap\n\n**Overview**\nThis asset is filled with a lot of features. Briefly, the main features are interactable vehicles, and drivable vehicles with multiplayer support.\n\n- All blueprints fully replicated for multiplayer\n- Infinite variations\n- Advanced Drivable Blueprint - Burnouts, screeching, tire decals, a complete lighting system (headlights/night-mode, brakes, indicators), engine/tire sounds, and satisfying physics. Drag and drop, and supports character controller switching.\n- Functional odometer/RPM + animated gear stick/steering wheel\n- Advanced Interactable Procedural Vehicle Blueprints that work with Foliage Actors for instanced, dynamic, destructible, and interactable vehicles.\n- Destructible (windows, side mirrors, antenna, wipers)\n- Advanced Event Buttons that allow you to regenerate the selected vehicle, or all vehicles on the map, for rapid iteration and prototyping\n- ~100 exposed procedural parameters\n- Fully customizable paint jobs - Custom Albedo Masks\n- Foliage and Moss Simulations - Simulations have been run in third-party software and imported into Unreal for realistic coverage. (22 unique foliage meshes and 20 shared foliage meshes per vehicle)\n- Expandable Proxy Mesh System\n- Custom hand-modeled simplified collision meshes\n- Hand-made and calibrated LOD's and single draw-call proxy meshes\n- Animated, sound effects, particles - Game-ready and optimized!\n\n**Complete \u0026 Game Ready**\n\nThis asset is game-ready. It contains animations, sound effects, and particles so you can be confident you are purchasing an actual game-ready asset, that can be drag-and-dropped, without requiring additional sounds or particles. The only setup required is for your character controller (\u003c5 mins).\n\n\n\n**Drivable - Custom Skeleton and Skeletal Mesh**\nAn advanced replicated drivable demo is included. Control the doors/boot/hood, wheels, and steering wheel. The gear stick will animate as the car automatically shifts gears. Swap between interior/exterior view, to view a functional odometer + RPM meter. Stationary burnouts,momentum-based tire decals, and sound effects are included, as well as satisfying engine sounds. Particles are provided for the exhaust, burnouts, and decals. The lights are fully set up with channel-packed emissive masks and configured lighting for realistic headlights (night mode), indicators, and brakes. These lights have been tested in different environments and look great out of the box.\n\nA fully rigged Skeletal Mesh version of the vehicle is included. It has a custom skeleton and includes bones for:\n\n1. Each Individual Wheel\n2. Each Individual Door\n3. Steering Wheel\n4. Gear Stick\n5. Boot\n6. Hood\nLevel Designer Friendly\n\nLevel designer-friendly, with extensive designer tools, allowing you to generate thousands of vehicles quickly, without having to worry about performance (editor + ingame optimizations run independently). The designer tools are easy to use with event buttons, giving you complete control over the generation tools, as opposed to the construction script which runs on map load, etc.\n\n\n\n**Procedural Vehicle Generation**\n\nProduce near-infinite vehicle variations with the custom BP_Interactable blueprint. It includes ~100 exposed parameters giving you complete control over a generation. Tooltips have been provided for each exposed parameter, allowing you to quickly understand what each feature provides. A full list of parameters can be seen in the .pdf documentation.\n\n\n\n**Instanced Dynamic Meshes**\n\nCustom blueprint functions have been created to seamlessly swap instanced static meshes, with movable static meshes. This allows you have to thousands of vehicles while maintaining a reasonable number of draw-calls. This also allows for some parts of the vehicle to be destructible e.g. the windows, the side mirrors, windscreen wipers, and antenna. All of these dynamic meshes are cleaned up at a user-defined distance. More information can be found in the .pdf documentation. All LOD's are made by hand and each LOD screen size is adjusted for the best results.\n\n\n\n**Foliage Tools and Integration**\n\nIn Unreal Engine 4.25 above, the new Foliage Actor component is leveraged allowing you to paint and procedurally generate interactable vehicles into your map. This allows for rapid prototyping and can be useful for populating long stretches of highway, junkyards, etc.\n\n\n\n**Interior and Bonuses**\n\nA high detailed interior, bottom/base, and engine are included. Flat tire variations are included and tires can be removed completely with 3D suspension and axles being visible. These vehicles will look good from any angle, inside out or upside down. They are highly modular and highly detailed.\n\n\n\n**Foliage (Leaf/Moss coverage)**\n\nMesh simulations are done outside of Unreal and imported allowing each vehicle to be uniquely cluttered with over 15 different leaf clutter variations and 7 cinematic quality mossy coverage variations.\n\n\n\n**Sound Effects and Particles**\n\nSound effects are included for the lootable interactions. The doors will creak and slam shut. The leaves will flutter as they fall away when you open the boot. The glass will shatter with a satisfying effect. The engine will roar and the tires will screech. Each sound is configured with basic attenuation and 3D settings for convincing results when interacting with the vehicles.\n\n\n\n**Smart Actors**\n\nThese actors can detect player distance, use almost no resources when idle, and clean up after themselves with a variety of optimization levels (medium and far distance). There is logic to prevent doors from opening when they shouldn't or leaves from spawning when they shouldn't. This product has gone through extensive testing to ensure no undesirable generation or clipping will occur when producing new variations. All optimizations run independently from each other allowing you to disable/enable them without concern.\n\nTechnical Details \n\n**Texture Variations**\nAged and mossy material variations. These variations all come with unique albedo masks allowing for complete control over the vehicle's paint color, without affecting areas of the vehicle that are unpainted/rusted/dirty.\n\n**Number Plates**\nNumber plate provided, or Intentionally left blank (update coming). You can modify the texture, or attach your own model to suit your game's world!\n\n**Technical Features:**\n\n- BP_Interactable (Main blueprint for interactable vehicle placement)\n- BP_Drivable\n- BP_FirstPersonCharacter (Basic FPS character that has been modified to send interaction events to the vehicle)\n- 8 Demo Maps\n\n**Number of Unique Meshes:** 39 static mesh foliage components, 35 static mesh vehicle components, 1 skeletal mesh\n\n**Skeleton/Rigged:** Custom skeleton\n\n**Collision:** Yes, Custom/Automatically Generated\n\n**Vertex Count:**\n\n1. Per Vehicle Average: 50,000-60,000 triangles LOD0 to 489 Single Drawcall Proxy Mesh\n2. Cinematic Moss: 469,000 to 5,000. With instancing and aggressive culling these can be used in-game, but they should be reserved for Hero Objects, Cinematics, or used with caution. All other assets/components are lightweight, this is included as a bonus for those who would like it.\n\n**LODs:** Yes, made by hand\n\n**Number of Materials and Material Instances:** 10 Master, 1 Material Function, 33 Instances\n\n**Number of Textures:** 53\n\n**Texture Resolutions:** 4k for most textures, 1k for proxy meshes\n\n**Windows/Mac:** Yes","imageAlt":"3D asset Procedural Vehicles - Hatchback UE4 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models","schemaImageUrl":"https://img-new.cgtrader.com/items/6509074/d6a8487108/big-metro-fan-3d-model-d6a8487108.webp","saleOffDiscount":30,"eligibleForSubscription":true,"subscriptionSubscribed":true,"subscriptionPotential":false,"subscriptionTierBand":"essentials"}},{"id":"4800299","type":"listingItem","attributes":{"id":4800299,"title":"Classic Car 03 Driveable Functional","price":24.99,"description":"Classic Car 02 **Driveable / Animated / Realistic / Fully Customizable** with separate Parts / Blueprints / Material Instances, There are Roughness / Metallic / Color parameters in material instances so you can arrange materials easily, Vehicle will be in one blueprint and also 6 separate meshes so you will be able to use as you wish to, create a prop for your Levels / Games and Automotive presentations / ArchViz.\n\nYou can Animate ( Open / Close ) Car doors with 4 buttons ( one button for each, Q E R F ) via keyboard, and you can turn camera view while driving the Car.\n\nThe Car has Radio System added.So you can add your own music playlist to play and switch music in Car Radio while you are driving it.\n\nTutorial Video: https://www.youtube.com/watch?v=Brf7jDwMzpk\n\nRadio System Tutorial: https://www.youtube.com/watch?v=Hm8W1x5Ttlo\n\n**Note:** This car is also included in our Classic Cars Bundle: https://www.cgtrader.com/3d-models/car/concept-car/classic-vehicles-bundle-driveable-functional-set-of-8-vehicles\n\nDocumentation about how to use the car here: https://drive.google.com/file/d/1LvfnxbfEfsvxJ5RofoY-g9kTO-ufimyC/view?usp=sharing\n\nHere you can join Leartes Asset Platform Discord Server ( Cosmos ) to get live support and discounts: https://discord.gg/EZynuywT\n\n**Features:**\n\n- Rigged , Driveable , Playable\n- Radio System Added\n- All Sounds included.\n- Good to use in Automotive Industry / ArchViz / Games\n- Customizable Dirt / Edge Wears\n- Customizable Lights\n- Easy switch between material values ( roughness / metallic / color )\n- One button Animating Car's Doors\n- Game ready/Optimized\n- Fully Customizable / Material Variations\n- Texture Sizes: 4096 / 2048\n- Collision: Yes, automatically generated\n- Number of Meshes: 6\n- Number of Blueprints: 5\n- Number of Materials and Material Instances: 12\n- Number of Textures: 53\n- Supported Unreal Engine Versions: 4.22 , 4.23 , 4.24 , 4.25 , 4.26 , 4.27+ , UE5","imageAlt":"3D asset animated Classic Car 03 Driveable 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