Part of a project, with courtyards and utility's from a mountain rustic village XVI century. Game ready object. The object is made from single body, low poly mesh. -church mesh 1777 vertices, 1654 polygons Files: .obj, .fbx, 3ds and .ZTL (default no unit and metric scales) object is in the middle of the scene and is touching the ground, triangles and quads only.
Textures: All UV’s on a single map, high detailed texture sized up to 8192 X 8192, optional use. - diffuse map (church_diffuze) TGA - normal maps (church_nm) TGA - ambient occlusion map (church_ao) TGA - displacement map, (church_disp.) TGA - diffuse+occlusion baked in (church_diffuze_ao) TGA - diffuse+occlusion+displacement baked in (church_diff_ao_disp)TGA - PSD procedural map, for editing purpose. (by changing the intensity of the layers, you can obtain interesting effects on the maps, or bake some of the maps differently).
Download options: All the maps are in .rar archive with different map size named accordingly (ex. church_1024p.rar). Also you can find a separate archive for procedural textures .psd format. In case you want to change the native textures.
BONUS There are included separate meshes for church bell low res and terrain platform optional use. If you import them normally you don’t need to adjust position, the objects are in the right place and size. Files: obj, .fbx, 3ds and maps.
Game compatibility tested in Marmoset. Also there is some scenes posted rendered in marmoset.