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UV Texel Density: Core 5.9 px/cm Walls 4.5 px/cm Glass 4.7 px/cm\n\nRealistic Lamp Street Light Poles and Spotlights Polycounts: Road Lamp 1 - 874 triangles Road Lamp 2 - 1 676 triangles Road Lamp 3 - 2 296 triangles Spotlight 1 - 412 triangles Spotlight 2 - 2 176 triangles Spotlight 3 - 1 304 triangles \nSpotlight 4 - 932 triangles Textures and UVs 1x 2048x2048 Texture set for core and 1x 2048x2048 Texture set for Cloth. UV Texel Density: Road Lamp 9 px/cm Spotlight 8.2 px/cm\n\nRealistic Bridge Racing Track Polycounts: 6946 triangles Textures and UVs 2x 2048x2048 Texture set for Bridge and Banner. UV Texel Density: 6 px/cm Bridge 3.6 px/cm Banner.\n\nRealistic Braking Markers Polycounts: Plate 1: 92 triangles Plate 2: 84 triangles Plate 3: 84 triangles Textures and UVs 1x 512x512 Texture set for Plate 1 and 1x 1024x1024 Texture set for Plate 2 and Plate 3. 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Road Barrier Kit with Sprung Posts","price":10.0,"description":"**High quality game-ready 4K texture modular kit for creating spring-post metal traffic barriers.**\n\nClean galvanized steel, fixed to folded steel spring posts with 3d bolts, concrete footings and capped with yellow painted barrier ends. \n\n**What you get:**\n\n- **53 Component Parts** (eg: prefab 'post' at origin).\n\n- **56 Modular Assembled Parts** (eg: nested prefab with 'footing, post, curved beam, colliders' arranged at origin).\n\n- **3ds Max 2014 source file** (scanline) The native 3d scene containing all component models and mesh colliders, plus an additional Max source file with sub-divided straight barrier beams for creating custom curves. Texture paths are relative and reference some basic textures that are included in the Max zip file.\n\n- **FBX source file** This file contains the component models and mesh colliders that are used to create the modular sections. An additional FBX source file with sub-divided straight barrier beams is also provided for creating custom curves. This FBX imports as quad-meshes to Max or Maya with default import settings.  \n\n- **Unity Package**: URP Scene with all textures, materials and prefabs (with colliders) stored within the 'Loft7' folder structure for easy asset tracking. All colliders are nested within their own transform nodes to allow easy adjustment within your scene. Models are named with an 'L7' prefix so you can search for them in the scene hierarchy and easily swap materials. \n\n- **FBX and OBJ files of assembled modular parts:** (triangulated meshes). \n 1. Straights ZIP (5 FBX files) - including Short Straight (60cm long) and Standard Straight (350cm), with left and right post versions of each, with optional segmented or un-segmented beams. \n 2. Curves ZIP (20 FBX files) - Large External Curve (90° and 135°), Large Internal Curve (90° and 135°), Small External Curve (90° and 135°), Small Internal Curve (90° and 135°), with left and right post versions of each.\n 3.  Angles ZIP (10 FBX files) - External 90° Angle,  External 135° Angle, Internal 90° Angle, Internal 135° Angle, Large Sharp External Angle, Small Sharp External Angle, with left and right post versions where appropriate. \n 4.  End Caps ZIP (16 FBX files)  - Basic, Curved, Oval, Round, Fishtail, Squaretail, Split and 2-sided Split, with left and right versions of each.\n\n- **Two USD files** \n1. Collection of all arranged modular sections.\n2. A short demo length of barrier.\n\n- **Two 4K PBR Materials**\n1. Crash Barrier Clean Steel Basic.\n2. Crash Barrier Clean Steel with Yellow Caps.\n\n- **Each texture set in four formats** (4096 x 4096 pixels).\n 1.  Unity URP (.tga): Albedo, MetalSmooth, Normal OpenGL, AmbientOcclusion.\n 2.  Unity HDRP (.tga): BaseMap, MaskMap (R=Metallic,G=Mixed AO, B=Clear Channel, Alpha=Glossiness), Normal OpenGL. \n 3.  Unreal Texture Set (.tga): BaseColor, AORoughMet, Normal DirectX.\n 4.  Basic Maps (.png for Render): AmbientOcclusion, BaseColor, Diffuse, Glossiness, Metallic, NormalDirectX, NormalOpenGL, Roughness, Specular.  \n\nThe kit is designed to be ready-to-go and flexible. Each section of barrier includes at least one post (either left or right), with longer beam sections also including two post versions.  Each element is a seperate model so its position can be easily adjusted to fit your scene. All posts are placed on a concrete footing which has the depth to allow placement on un-even or sloping terrain - e.g. if there is a ditch behind the barrier. The footing is a seperate element so it can be removed easily if it isn't needed. \n\nModelled low poly bolts connect the beams to their posts, while a set four smaller bolts are positioned either side of each post to connect the laps between twobeams. There are also four bolts that fix the base-plate of each post to its concrete footing. \n\nAs well as large and small curved beams (concave and convex), the straight beams are provided in both straight and segmented versions. The segmented beams allow you to easily create custom vertical/horizontal curves or deformations.\n\nAll end-cap types include both right and left handed versions.\n\nThe kit includes one texture set: clean galvanized steel with painted yellow end-caps. All my crash barrier kit texture sets are fully compatible and interchangeable with the texture sets from my **soon to be released** modular barrier kits. For additional 'rusty and worn' texture sets please see my **upcoming** Modular Barrier Kit Texture Collection. \n\nThe modular FBX, OBJ and Prefab models of each barrier section are triangulated.  The component source models (MAX and FBX) are mid-poly (and subdivision-ready) to allow you to easily make edits and new variants.  \n\nUVs are all within 0-1 UV space. The textures are a hybrid baked/trim-sheet, so UVs frequently over-lap to re-use texture space where appropriate.  \n\nPlease note that no Level of Detail (LOD) models are included. \n\nAll textured and wireframe images are captured from the included Unity 6.1 URP scene. \n\n\n**Real-world use of this barrier type:** \n\nSpring post barriers are designed to be fitted in low-speed traffic areas eg: urban bridges, multi-story car parks, garages, warehouses and service yards where walls and pedestrian paths need protecting. Their sprung design is intended to bounce-back under low speed impacts, while releasing their fixings to reduce any damage to the supporting structure. Please see my other kits for street, highway, and racetrack barriers - all of my modular barrier kits feature texture sets that are interchangeable and can be easily swapped.\n\nIf you have any feedback or questions please get in touch or leave a review. 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The formats I also offer you are;\n\nstl, fbx, 3ds, obj and max","imageAlt":"Concert Event Barrier 3D 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