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Any 3d software that can import and handle the .fbx and .obj universal 3d exchange formats are compatible with our 3d files. We also include a .blend file to support the development of Blender as an open source alternative. In the case of Blender we use the most recent stable version to export our files, so although they should work with any legacy version above 2.8, we highly recommend updating your software to avoid compatibility issues. All our 2d and textures files are in standard .png format, so they can be handled by any 3d software and can be edited further by any 2d editing software.
You can open and edit our assets with any computer (PC/Mac), which can handle the 3d software of your choice. The only limitation is the computing power of your hardware, more specifically the amount of VRAM and RAM of your system. For easier and smoother workflow we advise to follow the specs below: Minimum: 64-bit quad core CPU | 8 GB RAM | Graphics card with 2 GB VRAM | Less than 8-10 years old base system | Recommended: 64-bit eight core CPU | 32 GB RAM | Graphics card with 8 GB VRAM | Less than 2-3 years old base system |
Yes, you can find our models both in .fbx, .obj and .blend formats in the downloaded zip file.
Our final models are usually between 500k - 5M polygon depending on the details we want to preserve during the resize process.
Yes. Each of our assets have the minimum of 3 types of LODs you get after your purchase (LOD0, LOD1, LOD2), but it may vary depending on the details of the actual asset. LOD0 is always the biggest resolution, LOD1 is between the low and high and LOD2 is going to be the lowest resolution model.
The resolution of our textures maps are the following: 4k (4096*4096px), 2k (2048*2048px), 1k (1024*1024px). In some cases we also provide texture maps in 8k (8192*8192) resolution, where it adds to the level of detail of the asset.
Basecolor, Roughness and Metallness depending on the original materials of the scanned asset.
We are sorry, but they do not contain shaders currently.
Due to the nature of 3d scanning, glass-like materials are hard to capture. We do our best to recreate the actual object so we add the glass parts (usually glass sheets in doors or windows) back into the model in a later stage of the production. This glass object has a placeholder material which can be replaced with your choice of glass shader.
Unfortunately our assets do not come with a pre-set lighting setup. The lighting on the asset preview thumbnails are strictly for illustration purposes to show the details of the actual assets the best possible way.