Grand Rock Motel is a low-poly, game ready environment that uses HQ PBR textures (metalness workflow). The package contains modular motel blocks (build any size motel you like), interior props for furnishing and exterior ones to populate the parking lot area. Now with completely assembled Unreal Engine 4 project version!
Large surfaces with tiling materials are separate and easy to change to your needs, while props are heavily atlassed and use 6 materials only for performance reasons. Models are low-poly, higher poly ones have one or more LOD models provided and also come with an extra UV channel - non-overlapping for lightmapping. Every irregular shaped mesh has physical collision mesh provided for best results.
Meshes have clean topology, invisible polygons are all removed (underparts as well). Polygon count shown here refers to the demo scene with 1 fully furnished room of a 6 block motel with parking lot as seen in the screenshots. You can go higher or lower with the poly count, depending on what motel you build for your project.
Textures are high resolution even from close up, maps are: Albedo, AO, Normal, Metallic, Gloss (and height for parallax, where applicable.) and by default they are configured for Unity 5's standard shader. (Gloss map is stored in the alpha channel of the metallic map.) Only lossless formats are used, .PNG and .TIFF (8bit/channel). Textures and materials are named conventionally, easy to assign one to the other for the shader you are using.
Models were all baked off from high-poly, sculpted meshes and texturing was created with attention to detail, props with Substance Painter, procedural tiling materials with Substance Designer.
The .BLEND file is for demonstrating purposes only (demo scene), please use the binary .FBX (7.4) files that are separated and named conventionally.
Unity engine: Don't let Unity override smoothing - keep normals imported from .FBX and let Unity calculate tangents only.
Should you have any questions about the motel, feel free to send me a message here!