A Berber styled tent model, fit for general visualization but not for games. Modelled in Blender in real world scale (metric system). This tent is 2.40 meters tall, based upon a wild guess.
Rendered and issued in polygonal form. Geometry is full quads and is not fit for subdivision.
Exported at the origin with frozen transforms.
This model is completely unwrapped with mixed overlapping/ non overlapping UVs.
Object, textures and materials are logically named.Each object only has one material applied. Twelve materials, eleven sets of .Jpg textures, ranging from 512x512 to 2048x2048. Each set includes diffuse, specular, glossiness and normal maps. Objects, materials and textures names match.
Product content: The tent itself is divided into 3 objects: The top cover with poles and stones: one 2048 textures set applied. The side cover and the ropes with nails: they share the same material with one 2048 textures set applied. I left the side cover as a separate object in case you need to apply a shell modifier to properly render inner faces.
Props are organized as follows: Rugs and carpets: one 2048 textures set applied. Two Beds: one material each, 1024 textures sets, two diffuse variations but sharing the same glossy/specular/normal maps. Pillow: one 512 textures set. Oil Lamp: 1024 textures set. Tea Pot (the chubby one): 2048 textures set. Coffee Pot (the slender one): 1024 textures set. Foldable table: 2048 textures set. Stool: 2048 textures set. Coffee Cup: 1024 textures set, but this one only has Diffuse and Material Mask maps.
The Blender Cycles materials might need rebuilding when imported into an application other than Blender, but is exported correctly to .Fbx as a Phong material.