For Unreal Engine 4 (UE4), download and place the unzipped UMH directory inside the Content folder of your destination project.
For packages other than Unreal, download the textures and the file format you need and put them together in the same folder.
There are 13 descriptively named objects (blinds, in & out glass, partitions, concrete facade, metal facade, roof, ceiling, frames, ledge, louvres, lawn, sidewalk) that are organized within the same layer structure. The model is developed in a detail-based object arrangement, so you can easily decrease the poly-count deleting non-essential objects.
Unwrapped UVs for all objects. Overlapping UVS in UV channel 1 (for common textures) & Non-overlapping UVS in UV channel 2 (for lightmap baking etc)
The full scene (environment, exposure, gamma, cameras, lights, materials, textures, renderer) is configured and ready to render in a physically correct linear space. Renders displayed here have contrast applied only, no further post-production.
PBR Vray materials for all objects (Unreal version: base color, metallic, roughness, normal and detail maps; for Vray versions: diffuse, glossiness, base reflection and normal maps) Meaningfully named. There are 33 texture maps (only 17 optimized textures in the Unreal Engine version), PNG format, up to 2K resolution (2048x2048px) All textures have their paths stripped from the model in order to prevent linking issues. Maybe some textures should be relinked when using OBJ and FBX file formats, due to format exporting and importing limitations regarding PBR materials.
Scene with real world measures, default unit is meters (centimeters for Unreal) The building bounding box is 70.7m x 25.2m x 12.0m
3DS MAX 2016 native file format with standard materials. 3DSMAX 2012 and 2010 file formats, with standard and Vray 2.00 materials, also added.
Unreal Engine .uassets added, with collision set up for the base mesh (Out_Facade_concrete). For Unreal the number of meshes is 14, with 11555 quads (hidden triangulation already set up) and 18286 vertices. The static lighting has been calculated with medium build quality within a test level in order to establish ideal parameters for the assets.
Vray 3.5 used for previews and complex lighting and cameras setups. BerconNoise non-essential maps used in 3DSMAX for procedural masking in ground material. No additional plugins needed. The HDR image used for lighting the scene is not included.