Interior and exterior. 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)
There are 293 descriptively named objects, many being instances (facade and structure modules) for easier editing and optimization. The objects 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 by deleting non-essential objects.
The scene has 8643 polys and 14184 vertices. For Unreal, the meshes have 33354 polys and 43002 vertices.
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, meaningfully named materials for all objects (base color, roughness, specular and normal maps) There are 35 texture maps, PNG format, from 1K to 4K resolution. All textures have their paths stripped from the model in order to prevent linking issues. Maybe some textures should be relinked when using OBJ, FBX or DAE file formats, due to their exporting and importing limitations regarding PBR materials.
Scene with real world measures, default unit is meters (centimeters for Unreal) The building bounding box is 66.8m x 36.9m x 12.4m.
Blender 2.83 native file format.
3dsmax 2016 file format with standard and Vray 3.50 materials also included.
Unreal Engine .uassets added, with external collisions.
Cycles renderer used for preview images, materials and procedural textures. No plugins needed. The HDR image used for lighting the scene is not included, but an environtmental HDRI is set up for preview renders in the viewport with both Cycles and EEVEE. An ordinary dome is configured for global illumination in the 3DS MAX + Vray file.
For Unreal Engine 4 (UE4), download the corresponding package and place the unzipped 'SRCH' directory inside your Unreal Projects folder, or place the 'SRCH' folder under Content in 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.