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Objects and materials are descriptively and uniquely named.
Originally modeled on Maya LT, textured with Substance Painter.
Included formats:
Unreal Engine (uasset), compatible with versions from 4.24 and newer, including 5.
Blender 3.3.1.
MilkShape 1.8.4.
Marmoset Toolbag 3.07 Scene Bundle.
Fbx, obj and dae (textures set included separately).
Unreal Engine format specifics:
Included one example blueprint (single-player) with objects hierarchically placed and one config variable.
Included meshes for each part of the model, positioned at the origin, for blueprint use.
Included extra meshes with all parts combined, for fully static use.
Base material and material instances (with adjusts).
No third-party plugins needed.
Geometry:
Model consists of 2 objects: LightSwitch and Button.
Sealed geometry (no open edges).
No ngons (quads only).
No coincident (overlapping) vertices.
No vertex is connected to more than 5 edges (no poles).
Total poly count is 1470 (1470 quads) and 1476 vertices.
Compatible with subdivision (mesh smoothing) without changing its original format.
Unreal format (uasset) triangulates all faces.
Materials and textures:
One material: MatLightSwitch.
All textures are png, 4096 x 4096 pixels (4K textures).
Blender, Marmoset and MilkShape formats use relative texture paths.
PBR textures set: base color (no alpha channel), both directx and opengl normal maps, height (bump), metalness, AO (ambient occlusion), roughness, scattering, emission and ORM (composite ambient occlusion (R) + roughness (G) + metalness (B)).
Exchange formats (obj, fbx, dae): no embeded textures, so you can import them from the PBR set, in accordance to the requirements of your 3D editor.
Preview images:
Unreal preview images captured with Auto Exposure disabled.
Preview Blender images are rendered with Cycles.
Only the first preview image (the lower resolution one) received a light correction.
Units and measurement:
Real world scale.
Unit system is metric (centimeters).
Full model dimensions: 8.5 cm (width) x 12 cm (height) x 1.2 cm (deep).
Additional notes:
Fbx and obj formats were exported by Maya LT.
Collada (dae) format was exported by Blender.
The obj format does not preserve the hierarchy or the pivots locations of the different objects. If you import this format, you may need to redo what it lacks.