For Unreal Engine 4 (UE4), download and place the unzipped 'EPEI' 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 before use.
Low/mid poly model, quads and a few tris only (no ngons). Optimal for both high-end visualization and games or real-time engines (UE4 .uassets provided) Basic interior, not intended for full access.
There are 14 descriptively named objects (Inside: ceiling, floor, glass, partitions, railings; Outside: facade, frames, glass, roof, sheets; Surroundings: lawn, lights, pathway, ponds) 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.
The scene has 3 LODS: LOD0: polys 19953, vertex 35347 LOD1: polys 9277, vertex 24473 LOD2: polys 7336, vertex 16717 (culling Out_Sheets)
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, glossiness, base reflection and normal maps) Meaningfully named. There are 44 texture maps, PNG format, from 1024x1024 to 4K resolution, 2K mainly used. 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 64.7m x 41.6m x 13.5m
3DS MAX 2016 native file format with standard materials.
Unreal Engine .uassets added, with collision set up. The static lighting has been calculated with medium build quality within a test level for fine tune these assets inside the Unreal Editor.
Vray 3.5 used for previews, night lighting and cameras setups. BerconNoise non-essential maps (BerconMaps open-source free plugin) used for procedural HD mask in grass shader, only in the native file format (3ds max 2016). No other plugins needed. The HDR image used for lighting the scene is not included, but an ordinary dome is configured instead of it in any of the different 3DS MAX versions.