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Ukraine full cars by KOS-store

Asset Store newest packages - 2021, April 2 - 10:03
This car kit is part of the series

“UKRAINE ROAD CARS”.

These models are inspired by Soviet cars.

Prefab has one texture and one material for all elements, which reduces the amount of work and optimizes the game.



This kit contains.

Texture
- 1 texture (140x200 px)
- 280 colors

Materials
- 1 material (universal material)

Scenes
- 1 scenes (demo_cars_scene)
- 2 scenes (ful_cars_screne)

Mesh
3 cars
- bus 1 (black, blue, gray, green, white, yellow) (verts 4066) (faces 7722)
- van 1 (green, black blue,gray,orange,white) (verts 2821) (faces 5351)
- car 1 (blue, brown, gray, green, red, yellow) (verts 3208) (faces 2953)
- car 2 (blue, brown, green, red, white, yellow) (verts 3184) (faces 2919)
- car 3 (blue, cherry, gray, green, white, yellow) (verts 2308) (faces 4391)
- car 4 (black, blue, gray, green, red, white) (verts 2138) (faces 4087)
- car 5 (white,blue,cherry,gray,green,yellow) (verts 2318) (faces 2140)
- car 6 (black,blue,brown,red,white,yellow) (verts 2868) (faces 5365)
- car 7 (black, blue, green, orange, red, white) (verts 5512) (faces 2644)
- 1 road element (verts 892) (faces 890)

Prefabs With Colliders
3 cars
- bus 1 (black, blue, gray, green, white, yellow)
(4 Wheels colliders) (2 boxcolliders ) 1(rigidbody 5600 weight)

- van 1 (black, blue, gray, green, orange, white)
(4 Wheels colliders) (2 boxcolliders ) 1(rigidbody 1825 weight)

- car 1 (blue, brown, gray, green, red, yellow)
(4 Wheels colliders) (2 boxcolliders ) 1(rigidbody 1020 weight)

- car 2 (blue, brown, green, red, white, yellow)
(4 Wheels colliders) (2 boxcolliders ) 1(rigidbody 1040 weight)

- car 3 (blue, cherry, gray, green, white, yellow)
(4 Wheels colliders) (2 boxcolliders ) 1(rigidbody 915 weight)

- car 4 (black, blue, gray, green, red, white)
(4 Wheels colliders) (2 boxcolliders ) 1(rigidbody 975 weight)

- car 5 (blue, cherry, gray, green, white, yellow)
(4 Wheels colliders) (2 boxcolliders ) 1(rigidbody 1080 weight)

- car 6 (black, blue, brown, red, white, yellow)
(4 Wheels colliders) (2 boxcolliders ) 1(rigidbody 1750 weight)

- car 7 (black, blue, green, orange, red, white)
(4 Wheels colliders) (2 boxcolliders ) 1(rigidbody 840 weight)

- 1 road element (3 boxcolliders )

What will be in the next version of the asset

version 1.1
3 cars
- truck 1,2,3 (6 colors) (truck 3 mesh (open body, closed body, bucket))
- van 2,3,4 (6 colors) (truck 3 meshes (3302 truck 32213 for people 3705 for cargo))
- bus 2 (6 colors) (trolleybus)

individual car elements
- taxi driver's chip
- 7 types of specialized tires
- 3 roof rack
- 3 spoilers


Price $8.00

Plywood Textures Pack #2 by RawCatalog.com

Asset Store newest packages - 2021, April 2 - 10:01
Seamless photoscan realistic textures. PBR, 4K resolution quality. Ready-to-go inside of your Unity Project or other 3D editors. If you find yourself needing more, check out our other assets!

Key features:
- 6 different wood materials
- Photoscan from real wood
- Physically based rendering
- Ready-to-use demo scene
- High quality 4096x4096 maps

Texture maps:
- MetallicSmoothness
- SpecularSmoothness
- Diffuse
- BaseColor
- Normal
- Height
- Metallic
- Roughness
- Specular
- Glossiness
- AmbientOcclusion

Website: rawcatalog.com
Support: support@rawcatalog.com


Price $9.99

Classical City : Mobile by Box of Apollo

Asset Store newest packages - 2021, April 2 - 09:42
This package contains a city area based on modern classical theme. This is mobile optimized having low draw calls and low triangle count. It is easy to use. Average triangle count is of each building is from 600 to 1800 tris.

There are 91 unique props prefab are included to use. Those prefab contains buildings, trees, props etc.



Package includes

complete city scene

Three Lighting condition

Three skybox

Rain Drop, Rain, smoke particles

13 background building

23 detailed building

14 trees and bush

40 props



Materials are easy to change. There are only 10 materials has been used for the scene. Road Textures is 2048x2048 and others are 4K resolution.

City models are in single mesh and divided in many parts to reduce draw call

Price $30.00

Vectorsprite World Flags by Integrated Data Management Services Inc.

Asset Store newest packages - 2021, April 2 - 09:02
This package contains 239 assets representing flags from countries around the globe.

The key benefits are:
- All assets are available as a sprite or in PNG format (1000 x 700 pixels)
- All flags have been normalized to a height of 1 unit
- Uses vector graphics (SVG) by leveraging the Unity Vector Graphics preview package
- File naming convention follows ISO 3166-1 alpha-2 country codes

Price $0.00

PBR Moss textures by POLYDRAW STUDIOS

Asset Store newest packages - 2021, April 2 - 09:00
Thematic pack of textures for Moss with 4K textures, which includes five cards in twelve versions in format PNG:
-Albedo
-Normal
-Roughness
-Height
-AO


This package contains 6 various high resolution stitched texture materials 4096x4096
Price $7.00

PBR Destroyed Brick Wall textures by POLYDRAW STUDIOS

Asset Store newest packages - 2021, April 2 - 09:00
Thematic pack of textures for Destroyed Brick Wall with 4K textures, which includes five cards in fifteen versions in format PNG:
-Albedo
-Normal
-Roughness
-Height
-AO


This package contains 15 various high resolution stitched texture materials 4096x4096
Price $13.00

PBR Carbon textures by POLYDRAW STUDIOS

Asset Store newest packages - 2021, April 2 - 09:00
Thematic pack of textures for Carbon with 4K textures, which includes five cards in fifteen versions in format PNG:
-Albedo
-Normal
-Roughness
-Specular
-Metallic


This package contains 15 various high resolution stitched texture materials 4096x4096
Price $10.00

PBR Rock Surface textures Pack by POLYDRAW STUDIOS

Asset Store newest packages - 2021, April 2 - 08:57
Thematic pack of textures for Rock Surface with 4K textures, which includes four cards in fifty versions in format PNG:
-Albedo
-Normal
-Roughness
-Height


This package contains 50 various high resolution stitched texture materials 4096x4096
Price $25.00

PBR Rock Surface textures Part 1 by POLYDRAW STUDIOS

Asset Store newest packages - 2021, April 2 - 08:57
Thematic pack of textures for Rock Surface with 4K textures, which includes four cards in twenty five versions in format PNG:
-Albedo
-Normal
-Roughness
-Height


This package contains 25 various high resolution stitched texture materials 4096x4096
Price $18.00

PBR Worn Plaster textures Part 2 by POLYDRAW STUDIOS

Asset Store newest packages - 2021, April 2 - 08:57
Thematic pack of textures for Worn Plaster with 4K textures, which includes three cards in fifteen versions in format PNG:
-Albedo
-Normal
-Roughness


This package contains 15 various high resolution stitched texture materials 4096x4096
Price $12.00

PBR Worn Plaster textures Part 1 by POLYDRAW STUDIOS

Asset Store newest packages - 2021, April 2 - 08:57
Thematic pack of textures for Worn Plaster with 4K textures, which includes three cards in fifteen versions in format PNG:
-Albedo
-Normal
-Roughness


This package contains 15 various high resolution stitched texture materials 4096x4096
Price $12.00

PBR Worn Plaster textures Pack by POLYDRAW STUDIOS

Asset Store newest packages - 2021, April 2 - 08:57
Thematic pack of textures for Worn Plaster with 4K textures, which includes three cards in thirty versions in format PNG:
-Albedo
-Normal
-Roughness


This package contains 30 various high resolution stitched texture materials 4096x4096
Price $18.00

PBR Wood Planks textures by POLYDRAW STUDIOS

Asset Store newest packages - 2021, April 2 - 08:57
Thematic pack of textures for Wood Planks with 4K textures, which includes five cards in fifteen versions in format PNG:
-Albedo
-Normal
-Roughness
-Height
-AO


This package contains 15 various high resolution stitched texture materials 4096x4096
Price $13.00

Trying to make sense of Black Rock Laboratory

Austin Tate's Blog - 2021, April 1 - 18:00

The fictional base in the Nevada desert for the team in Gerry Anderson’s Supercar TV series is called Black Rock Laboratory. For 3D modellers it is a nightmare as many of the sets used in the TV series are separate filmed elements and do not sit well together or fit sensibly into the external envelope for the lab. The lab exterior only appeared as a drawing in series one.

This was replaced by a miniature model built by Derek Meddings in series two. The series two model added an extra concrete reinforced blockhouse on one end, and it might be that Derek did this to house the control room which protrudes beyond the roll up garage door as seen from the inside of the hanger.




Mick Imrie built a 3D model of the core Supercar hanger part of the lab interior to try to make sense of this… and Austin Tate built a simple exterior model to fit this in. The lab is arranged in 5 segments: two contain living accommodation, then two over the Supercar hanger floor area with roof door overhead, and then a final segment over the control room. There is a block of smaller rooms along the front of the lab and a separate smaller building with the radar dish on top.

Images of the Interior Looking Towards the Control Room

Images of the Control Room Position and Roll Up Garage Doors

Some TV images do allow (with a bit of imagination) for an interpretation that the “internal” roll up garage door leads to an area that is still within the lab space and is not directly to the outside. And that the outside door is different to the inside one…

Unfortunately external plants show in the image from the outside viewpoint, as confirmed by a wider shot in the Runaway Train episode.

Assumptions for Modelling of Black Rock Laboratory

  1. The Supercar hanger area is very well shown in the TV series and if at all possible its visual appearance and layout ought to be preserved.
  2. That means that the Control Room is within the floorplan of the main laboratory rather than being housed in the blockhouse added for season two.
  3. That also necessitates a double garage door arrangement.
  4. The door to Beaker’s Laboratory appears to lead directly outside unless an extended lab space of approx. 1.7m single storey area is added behind the lab.

Trying to Make Sense of This

The sets used for filming were often separate or rolled into position depending on the camera angle. So, of course there are a number of problems with the Black Rock Lab layout as used in our models to date…

  1. From an inside view of the lab, the roll up slatted “garage” doors are flush with the front of the control room, whereas on the exterior they are situated on the end wall.
  2. If the control room is set where shown in the TV stills, then the interior part of it cannot sit back into the blockhouse, which would have made some sense as a protected location.
  3. Dr. Beaker’s lab door is alongside the high voltage equipment area, but that would lead directly outside the lab. The “Laboratory” door would have to lead to a corridor width passage behind it and then access to the right to a room alongside the control room for this to make sense.
  4. Position of the elevator must be in corner somewhere to the left of the AVGAS hose door, but it does not show in TV stills showing the control room wall. Perhaps it could be there but hidden by the “internal” roll up garage door when that was closed.
  5. The elevator shown in “Tracking of Masterspy” and “Talisman of Sargon” shows an indicator for 4 levels whereas the lab is a 2 storey building over a basement area. Masterspy also appears to come DOWN from Level 3 which he refers to as the “gallery” when he steals into the Lab.
  6. After the “Rescue” episode Jimmy Gibson is shown in a bedroom that looks out through the double doors under the gallery to the Supercar hanger floor area, whereas in other episodes a corridor is behind those double doors.

Revised Black Rock Laboratory Plan

Firstly lets change our current 3D model to more closely resemble tge season two model by repositioning the blockhouse more centrally on the end wall and making its floor plan square, and widen the block of bedrooms or offices at the front of the lab a little to allow space for a corridor. And show a possible area where the basement sits (in red). Some adjustment to the radar/communications block upper structure and the upper windows in our original 3D model building also needs to be made.


The main externally visible change is the addition of approx. 1.7m of extra space for Dr. Beaker’s Laboratory at the back of the building.

Seeking to Explain the Control Room Placement and “Garage” Roll Up Doors

We have to accept there are multiple (non-exclusive) possibilities here:

  1. The TV stills show the control room front flush with an internal garage door, and fairly close to the nose of Supercar in the hanger. This would imply that there are two sets of garage roll up doors separated by one unit of the 5 unit laboratory. That would be enough space to park a pickup truck, and tyre marks are shown in outside views going into that space.
  2. The blockhouse addition was probably meant (by Derek Meddings in season two) to house the control room interior, so the control room is really set back one whole lab unit. There is then just a single garage door.
  3. The blockhouse should not be there at all and was a continuity mistake!
  4. The blockhouse was a later addition to house Dr. Beaker Experiments and to provide a playroom for Mitch!

I am going for the moment with (1) and (4)!

Seeking to Explain the Position of Dr. Beaker’s Laboratory

This is a tricky one. The door as it sits alongside the High Voltage zone would appear to lead directly outside. There are two possibilities perhaps:

  1. The door leads to an external room. Unfortunately the series two model seen from the back does not show this clearly, though many of the images of the back side of Black Rock laboratory are in deep shadow!.
  2. The door is misplaced and actually stands inwards a little (corridor width) and then the Laboratory itself opens to the right off that entry space and is placed alongside the control room.

After consulting with Mick Imrie, I am going with (1)!

There is a TV screen shot of the laboratory door partially open where it seems that there is a narrow corridor snd wall immediately behind the door, rather than the main laboratory space opening out immediately behind that.

Seeking to Explain the Room behind the Double Doors under the Gallery

The double doors might open onto a corridor that runs to the side rooms and in some way to the kitchen/lounge areas. A further set of double doors aligned with the hanger bay ones would allow Jimmy after his rescue to see through when both sets are opened.

There is likely a corridor behind the double sliding doors across which another set of double doors gives access to a room that may be a guest bedroom and/or infirmary.

Jimmy being in the “bedroom” that looks out to the hanger floor in the first Rescue episode might be explained by that being an infirmary or guest bedroom and not Jimmy’s allocated bedroom after he joins the team! We see a TV monitor in the room on which Mike shows Jimmy Supercar in the nearby hanger before opening the double doors to show him the actual craft.

The rooms alongside the lab in the single storey may all be bedrooms as the lights all come on in all four rooms one at a time when the team is disturbed one night (episode 70-B-Lo). Popkiss’s room light is already on first, so his bedroom is at the left of the block of bedrooms.

Seeking to Explain the Elevator Levels

Is this a plausible explanation of the 4 levels shown on the elevator indicators?

  • Level 1 – basement (partial floorspace of lab only) where safe is. Assume its an area where AVGAS tank is under the AVGAS door, boiler room, mechanical workshop and storage.
  • Level 2 – hanger floor level
  • Level 3 – mezzanine level within garage area to access gantry
  • Level 4 – engineering position to locate lift a metre or two above highest normal level for elevator repairs

In the episode “Tracking of Masterspy” Masterspy (dastardly man that he is, and due to careless BRL team security) had snuck in through the outer garage doors and had already taken the lift to the “gantry” level (level 3) at that end of the lab (Masterspy refers to it as the “gallery”) to spy on the team from behind the (closed at the time) inner garage roll up doors to wait for the plans in the briefcase to be brought over by Jimmy before he re-enters the elevator to descend to the hanger floor “ground” level (level 2) as Jimmy approaches it!

Seeking to Explain the Position and Use of the AVGAS “Door”

The red AVGAS panel in the corner of the laboratory hanger floor has on it the SAVGAS fuelling hose and valves. The panel looks like a door, but with no handle. It does not match up with any external door in the lab, so it must just be a panel attached to the wall.

Seeking to Explain the Upper Storey Windows Slats

The external appearance of the window slats appear narrower than those on interior hanger bay views.

To reconcile these, the outside appearance could be designed to offer sun protection to the interior by using a outer beam that has a tapered shape which is wider on the outside and is narrower at the inner side to leave an opening there between beams that is wide enough to match the larger internal window glass panel.

Speculation on the “Garage” Area

Assuming that the lab has two roll up doors, and inner one and the external one, we can speculate on what is in that space… especially as TV episode camera angles don’t show its upper parts.

  • The space between the roll up doors provides enough space to garage a pickup truck. This is necessary as we don’t see the team’s truck parked outside in any TV episode.
  • The clearance available allows Supercar to be pushed out on roller skates with wings retracted, though Supercar’s wings are also removable to make it narrower for such manoeuvres if necessary.
  • The elevator shaft is positioned just inside the inner door. Hence the reason it is not seen in camera angles from the Supercar hanger floor.
  • There is likely a heavy lifting hoist and pulley mounted on a track on the ceiling of the garage area. This is used to load or unload heavy equipment from the pickup truck.
  • There is likely a floor lift that can lower or lift large items to or from the basement.
  • There is a garage gantry that can bridge between the elevator level 3 position and a doorway that leads to storerooms that sit above the control room and adjacent areas. This gantry is often not visible in scenes that show the garage area as it retracts telescopically and hinges up to fit against the elevator shaft when not in use… allowing full headroom clearance out through the garage when necessary. Note that Masterspy refers to this garage gantry as the “gallery” when he sneaks into the lab via the garage and elevator.

Speculation on the Tanks and Pipework at Back of Lab

At the back of the season two model there is a storage tank spaced well away from the main body of the lab, connected by pipework in a girder arrangement to the lab at the level of the building eaves. This could be AVGAS fuel, but it comes in high up, rather than near the inner lab door that has the AVGAS hose. Heating fuel would likely come in at a lower level or feed a boiler in the basement. Could this tank and pipework be related to air conditioning and/or fire protection?

Speculation on the Basement

The basement is referred to as “downstairs” from the Supercar hanger level and there is a safe down there. Some ideas for that level besides the safe could include an AVGAS storage tank under the AVGAS hose door, boiler room, mechanical workshop with heavy machinery tools and storage.

Speculation on the Pickup Truck


The truck is probably meant to look like a 1960 US vehicle. Mick Imrie thought that the small model shown on an exterior shot of Black Rock lab may be a Land Rover.

For colour, Ford Pickup truck colours from around 1960, especially early 1960s pastel colours, may be appropriate as its MEANT to be a US (Nevada) pickup. Land Rovers tend to be sludgy colours and often blue or green.

Maybe something like the Ford Tidewater Aqua (Ford 1960), Ford Waterfall Blue (1956) or Land Rover Marine Blue (1958-1971) could be the colour.

Speculation on the “Communications Block”

The separate building with the radar on the roof probably houses communications and computer equipment related to the radar, radio, telemetry and high bandwidth Clear-Vu links. Computers would be old style 1960s mainframes and tape drives. Power generation units for the whole laboratory and cooling units would also be needed for such equipment. A storage tank is located under the colonnade at the side of the building, which may house fuel for power generators.

Some Experiments with the 3D Black Rock Lab Model in OpenSim

Following images show Interior Rollup Garage Door closed and Interior Rollup Garage Door open with Elevator Position and Gantry in its retracted and folded up position and when unfolded and telescopically extended…


Following images show the area of the basement (terrain removed) and Dr. Beaker’s Lab Door access to his Laboratory which partially occupies the space next to the Control Room and a short extension outside (approx 1.7m extra depth) the main hanger wall line (with windows similar to the front block rooms)…


The Lab exterior therefore might look something like this (note the upper windows need better modelling to be similar to the Season two model)…


Race Gamer - Adaptive Music by DARRY2VANCE

Asset Store newest packages - 2021, April 1 - 15:38
"Race Gamer" is a unique and immersive chiptune soundtrack with 136BPM. The adaptive soundtrack is suitable as dynamic game level music, main menu music and background music in many video projects or your trailer.

To customize the royalty-free adaptive music soundtrack to your game scene or video, the package also contains the single tracks. You can rearrange the soundtrack according to your own ideas and requirements. The song in this pack offers much more flexibility than ordinary soundtracks. The ready-made mix are also included.

[ Vertical layering and horizontal re-sequencing ]

The soundtracks and single tracks I developed are a free and modular construction kit. You can simply use the single tracks directly to create an adaptive experience in your video games. With fade-ins and fade-outs it is possible to adjust the music adaptively according to the principle of vertical layering.

But my soundtracks also allow another possibility for editing. This further possibility is horizontal re-sequencing. This means that you can create your own sequences and loops with the single tracks that perfectly match your video game. Like a mood, a different game level mode or goals achieved.

My goal is to offer the full range of possibilities with the modular system. With any digital audio workstation you are able to create all kinds of intros, loops, transitions and outros suitable for your project. Of course you can use the audio files you create in this way in all tools that specialize in the integration of adaptive music soundtracks.

All soundtracks are tested in various situations like smartphones, tablets, headphones, pc and tv speakers, caraudio-systems and professional mixed to have a good sound in all of them.

[ Package contains ]
Full song:
- 00_Race_Gamer_Soundtrack_136BPM.wav
- 00_Race_Gamer_Soundtrack_136BPM.mp3

Single tracks:
- 01_Race_Gamer_Bassdrum.wav
- 02_Race_Gamer_Percussion1.wav
- 03_Race_Gamer_Percussion2.wav
- 04_Race_Gamer_Percussion3.wav
- 05_Race_Gamer_Bassline_StatusA.wav
- 05_Race_Gamer_Bassline_StatusB.wav
- 06_Race_Gamer_PitStop_StatusA.wav
- 06_Race_Gamer_PitStop_StatusB.wav
- 07_Race_Gamer_Racer_StatusA.wav
- 07_Race_Gamer_Racer_StatusA_Intro.wav
- 07_Race_Gamer_Racer_StatusA_Outro.wav
- 07_Race_Gamer_Racer_StatusB.wav
- 08_Race_Gamer_FinishLine_StatusA.wav
- 08_Race_Gamer_FinishLine_StatusB.wav

[ Format ]
- Stereo WAV files
- High quality 16 bit / 44.1 kHz
- Works on all platforms
- Works with any version
Price $14.99

Euphoric Flare - Adaptive Music by DARRY2VANCE

Asset Store newest packages - 2021, April 1 - 15:33
"Euphoric Flare" is a unique and immersive experimental soundtrack with 85BPM. The adaptive soundtrack is suitable as dynamic game level music, main menu music and background music in many video projects or your trailer.

To customize the royalty-free adaptive music soundtrack to your game scene or video, the package also contains the single tracks. You can rearrange the soundtrack according to your own ideas and requirements. The song in this pack offers much more flexibility than ordinary soundtracks. The ready-made mix are also included.

[ Vertical layering and horizontal re-sequencing ]

The soundtracks and single tracks I developed are a free and modular construction kit. You can simply use the single tracks directly to create an adaptive experience in your video games. With fade-ins and fade-outs it is possible to adjust the music adaptively according to the principle of vertical layering.

But my soundtracks also allow another possibility for editing. This further possibility is horizontal re-sequencing. This means that you can create your own sequences and loops with the single tracks that perfectly match your video game. Like a mood, a different game level mode or goals achieved.

My goal is to offer the full range of possibilities with the modular system. With any digital audio workstation you are able to create all kinds of intros, loops, transitions and outros suitable for your project. Of course you can use the audio files you create in this way in all tools that specialize in the integration of adaptive music soundtracks.

All soundtracks are tested in various situations like smartphones, tablets, headphones, pc and tv speakers, caraudio-systems and professional mixed to have a good sound in all of them.

[ Package contains ]
Full song:
- 00_Euphoric_Flare_Soundtrack_85BPM.wav
- 00_Euphoric_Flare_Soundtrack_85BPM.mp3

Single tracks:
- 01_Euphoric_Flare_Sub.wav
- 02_Euphoric_Flare_Pad.wav
- 02_Euphoric_Flare_Pad_Outro.wav
- 03_Euphoric_Flare_Wierd.wav
- 03_Euphoric_Flare_Wierd_Outro.wav
- 04_Euphoric_Flare_Toms.wav
- 04_Euphoric_Flare_Toms_Outro.wav
- 05_Euphoric_Flare_Ocean.wav
- 05_Euphoric_Flare_Ocean_Outro.wav
- 06_Euphoric_Flare_Presence.wav
- 06_Euphoric_Flare_Presence_Outro.wav
- 07_Euphoric_Flare_Radio.wav
- 07_Euphoric_Flare_Radio_Outro.wav

[ Format ]
- Stereo WAV files
- High quality 16 bit / 44.1 kHz
- Works on all platforms
- Works with any version
Price $14.99

VIASS Island Mechanic by EXTREME VIET NAM

Asset Store newest packages - 2021, April 1 - 15:18
VIASS Island Mechanic now has special items. This package is suitable for island or landscapes game on mobile/social networks.
With detach 4 objects 3D, now the pack can be used for cartoony game.
All objects are low-poly models, with high quality texture (1024x1024).
It includes more than 4 custom objects:
- Mechanic_Glass(30 polys)
- Mechanic_Island (657 polys)
- Mechanic_Tree( 4004 polys)
- Mechanic_work (1406polys)

Price $8.99

Large Nano-Cyborg by Game-Ready Studios

Asset Store newest packages - 2021, April 1 - 14:41

Textures: 2 UV's (Top and Bottom) 4096x4096 Albedo, Normal, RGBA, Emission. PBR

Triangles: 22902

Vertices: 12496

Number of meshes/prefabs: 1 Unique Mesh. 3 Prefabs

Rigging: Yes

Animations: No

Rigged NOT animated Large Nano-Cyborg with 3 skin variations (Dirty Chrome, Chrome + Bloody layer)


Price $19.99

Warrior Swordsman by Anna Sveshnikova

Asset Store newest packages - 2021, April 1 - 14:32
Low-poly 3D-model
Game character Warrior Swordsman
Armor: 14210 faces; Body: head 1850, arm 1818, foot 1158, torso 5431, whole body 7516 faces; Sword and scabbard: 247 faces; in total: Verts: 36417 Faces: 32703 Tris: 64737
Rigging -Controllers from Maya 2019

31 animations (In place):
see the screenshot for a list of animations
no weapons - A with weapons - B (no clothing modeling settings for the cloak)
PBR textures(Metallic Shader) AlbedoTransparency
MetallicSmoothness
-Normal
-Emission


Price $35.00

Buzludzha (HDRP) by Timur Ozdoev

Asset Store newest packages - 2021, April 1 - 14:32
An iconic building in eastern Europe, a memorable environment ready to be used for exploration, atmospheric scenes, or as a battle arena. A realistic replica of a historical monument in your game!
  • HD Rendering pipeline: Yes, HDRP Only
  • Number of textures\sizes: 22 tilesets 2048x208px, 3 stylized high-rez wall art 4096x2048, high-quality unique textures set for props (2048x2048, using UV overlaps), 2 decal atlases (leaks and dirt)
  • Object count: ~200 architectural modules (including doors, seats, and tables)
  • Minimum polygon count: >100 tris
  • Maximum polygon count: 35000 tris
  • Number of prefabs: 119
  • Animations: No
  • UV mapping: Yes
  • LODs: No
  • Types of materials and texture maps (e.g., PBR): HDRP ready 

HDRP-ready environment, a realistic 3d recreation of an iconic eastern European monument (House of the Bulgarian Communist Party, also known as Buzludzha Monument). Buzludzha features mosaic artworks recreated based on reference material and strikes a perfect balance between a good first-person game experience and historical accuracy. The asset kit contains exterior and interior modules, props, textures, decals, materials, demo scenes, baked lightmaps, and prefabs. We paid close attention to the mosaics and made a special shader that holds up well when viewed from a close distance.


 Get support on the Discord group

 


Price $100.00

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