The polycount parameter listed above (1800), is the Triangle count. Face count pre-triangulate is 921.
Model is a single object and uses a single UV map.
Unit of measurement: Meters Scaled approximately to real world.
Transforms are reset and the pivot is at the center of the model where it would meet the ground. Allowing for easy placements.
UtilBox_BaseColor.PNG ( 2048 x 2048 ) UtilBox_Roughness.PNG ( 2048 x 2048 ) UtilBox_Metallic.PNG ( 2048 x 2048 ) UtilBox_AO.PNG ( 2048 x 2048 ) UtilBox_Normal.PNG ( 2048 x 2048 )
PSD files with clean and efficient procedural layering available for every texture listed above.
Mesh has not been triangulated inside of Blender but instead has a non-destructive 'Triangulate Modifier' which has not been applied specifically and only in the Blender file however all other Exchange formats have had the Triangulate modifier applied. This ensures that the normal map works as it should. (Predictable triangulation)
Normal map is OpenGL(x+,y+,z+), you may need to invert the green channel in order to get it to work in 3D applications that specifically use DirectX(x+,y-,z+).
Normal map baked to 16bbp followed by a dither down to 8bbp in order to provide best quality while ensuring memory requirement stays at a minimum.
Due to the nature of Exchange formats some basic texture set-up may be needed after opening it with your desired Game Engine / 3D Software.