Padding to keep the walls soft usually found in sport centers or gymnastics halls.
Specifically designed for use in Real-Time games.
The model is intended to be placed with its back touching a surface such as a wall, floor or ceiling. Thus the backside has been optimized away.
- Game ready - Low poly - PBR Metal Roughness - Effortless color manipulation - Optimized
Units of meassurement: Meters Scaled to real world.
Model is a single object and uses a single material.
WallPadding_01_BaseColor.png (2048 x 2048) WallPadding_01_AO.png (2048 x 2048) WallPadding_01_Metallic.png (2048 x 2048) WallPadding_01_Roughness.png (2048 x 2048) WallPadding_01_Normal.png (2048 x 2048)
PSDs included for all of the above with complete procedural and logically named layering allowing for easy color manipulation, leather intensity in color, roughness and bump and so on.
Metallic map is completely black, thus a constant value of 0.0 metalness could save you some texture memory.
For Unity the roughness is stored in the albedo alpha channel, using a constant value of 0.0 metalness. (Because there is no metal)
Normal map is OpenGL(X+, Y+, Z+) you may need to flip the green if the engine of choice is DirectX specific.
Due to the nature of exchange formats there may be a need for some basic texture setup.