For Unreal Engine 4 (UE4), download and place the unzipped WALTP 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 19 descriptively named objects (Inside: ceiling, floor, glass, facade mullions, partitions; Outside: lawn, road, sidewalk, wooden floor, facade cap, door, frames, glass, roof, rubber, screen, sheets, wall, wooden facade) 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 (diffuse, base reflection, reflection glossiness and normal maps) Meaningfully named. There are 28 texture maps (only 17 optimized textures in the Unreal Engine version), PNG format, up to 4K resolution (4096x4096px) 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 57.8m x 44.6m x 11.3m
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_Wall). For Unreal the number of meshes is 16, with 5230 quads (hidden triangulation already set up) and 8145 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, cameras setups and scattered grass. 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.