1: Use in conjunction with curve and array modifier. (Already set up in Blender file)
2: Use with bones, choose your length and place 1 bone across then subdivide the bone and ultimately give it an IK constraint. Resulting in snake like controls.
3: Or simply use the provided modular parts directly.
It is recommended that you consider option 1 or 2 as it will give you a great deal of control if you need to tailor the duct to curvatures in your scene or give it some gravitational 'hang'. But most importantly you will also have the option to merge everything, reducing draw calls.
The normal map is OpenGL(X+ Y+ Z+), you may need to invert the green channel for use in DirectX specific game engines / 3D applications.
The metallic map is currently completely white or 1.0 Metallic, you may put it aside and just use a constant value instead in order to save up some texture memory. For convenience sake (in Unity) the roughness map is stored in Albedo Alpha channel rather than metallic.
Everything is thoroughly tested and confirmed working, additionally every module end point has been tested against each and every part with great success. Including with rotational degrees such as: 270, 180, 90, 45..etc It just works!
Due to the nature of exchange formats there may be a need for some basic texture setup.