Sci-Fi Industrial Crate Collection

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3D Model Specifications
Product ID:1089062
Published:
Geometry:Polygonal
Polygons:22,468
Vertices:22,572
Textures:Yes
Materials:Yes
Rigged:Yes
Animated:No
UV Mapped:Yes
Unwrapped UVs:Mixed
Artist
TurboSquid Member Since February 2002
Currently sells 73 products
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Description
Real-Time Sci-Fi Industrial Crate Collection.

Package includes 5 separate .zip files. Each .zip file contains the 3DSMax, Maya, FBX and OBJ file. The proper textures to each Crate are located in each .zip file.

Display images were rendered in Marmoset Toolbag.

Normal maps were baked from a high poly model.

Model has basic Rigging setup, pivots are located in all the right places.

Includes the following 3d file types in each .zip file:

Max 2014 file - (rigged)
Maya 2015 file - (rigged)
.FBX 2014 - (rigged) (with Quad Geometry)
.FBX 2014 - (rigged) (with Tri Geometry)
.OBJ 2014 - (not rigged)
Marmoset 3 File - (the images you see in the thumbnails are using this file)

Poly / Tri counts for each .zip file:

Crate_Square_Small
2276 Polys
4404 Tris
2248 Verts

Crate_Square_Medium
2888 Polys
5604 Tris
5738 Verts

Crate_Square_Large
4720 Polys
9320 Tris
4850 Verts

Crate_Square_Cylinder_Medium
Polys 3552
Tris 6980
Verts 3536

Crate_Square_Cylinder_Large
Polys 9032
Tris 17892
Verts 9098


Each .zip file includes the following PBR texture types (BOTH Metalness and Specular workflows, perfect for Unity, Cryengine and UE4):

4096x4096: Ambient_Occlusion
4096x4096: Normal Map

4096x4096: Diffuse
4096x4096: Gloss
4096x4096: Specular

4096x4096: Base Color
4096x4096: Roughness
4096x4096: Metalness

4096x4096: UV Map

Each Crate .zip file also includes the source texture files from the hi-poly bake. This will allow you to re-texture the files if desired:

4096x4096: Ambient_Occlusion
4096x4096: Curvature
4096x4096: ID Maps
4096x4096: MeshNormals
4096x4096: Position
4096x4096: Thickness
4096x4096: World_Space_Normal

Note about textures. The Normal maps are -y, this is fine for directx. If they look flipped, just highlight the green channel in photoshop and hit ctrl+i. The normal maps are MikkT, most commonly used in today's commercial game engines.

If the roughness and metalness look too shiny in say, UE4, you'll have to make sure they are set to linear. Just double click the texture and uncheck the sRGB box.
You can also fix that by combining maps in an image editor like Photoshop.

UV's are mostly flat with a few pieces overlapping where necessary.

Units are Metric.

Game Ready!
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