This is a massive cargo storage warehouse with forklifts, workers, conveyor systems, loading docks, a vast assortment of containers including Conex boxes, and a large palletizing robot cell.
The main floor area houses racks with large storage items (crates and pallets of various-sized boxes), while an upper loft area houses shelving of smaller-sized boxes and bins representing a piece-part item assembly and packaging area. The conveyor system connects the upper and lower storage areas, with a branch ending in the palletizing robot cell that also includes a wider, pallet-sized conveyor with pallet hopper. Heavy cable on the palletizing robot is set to flex as the robot arm parts are articulated (.MAX file only; in the other files, the cable parts are static mesh objects). Two forklifts are included with the scene (one a heavier duty version of the first); each forklift telescopes to reach high boxes on the upper racks. A human model is included in this scene; the model has overlapping ball joint connections between limbs (right down to individual finger joints) to allow easy articulation/posing without the need for rigging.
This scene has been designed with maximized modularity for easy reconfiguration. The conveyor system is modular, as are the shelving assemblies. The warehouse building itself is also modular so you can easily expand and add new plant space as needed (floors, walls, and corner posts are designed to facilitate this). All cargo bay and loading dock rolling doors will open/close and are designed to hide within the walls when raised.
Care has also been taken to maintain detail along with efficient scaling. Everything has been modeled for a balance between polygon efficiency and good 3D detail at close range.
Nearly all objects in the scene are texture mapped with a combination of specific and seamless textures. Both color maps and separate bump maps are used. (3DS, OBJ, and FBX exports also use texture maps; DXF does not.) The majority of the maps are 1024x1024 pixels. All have been manually UV mapped and adjusted for good fit with minimized stretching.
Modeled to proper scale in meters using many reference photos and sizing specifications. For realism, nearly all texture maps have been generated from original photos of surfaces including concrete, stucco, metal, painted surfaces, cardboard, wood, etc. Cardboard boxes include both unmarked and marked variations with a LOGO label set up on one texture map so you can easily change it to your own. Lights are also included (.max file only).
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