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- Lights
- Cameras
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Required PBR textures:
- Base Color
- Roughness
- Metalness
- Normal
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IMPORTANT NOTE: THIS PACK DOES NOT INCLUDE THE UNREAL ENGINE PACKAGE. PLEASE BUY IT IN MY FAB STORE IF YOU WANT THE UNREAL ENGINE PACKAGE. MY FAB LINK: https://fab.com/s/f95139d66fbd
More cool Unreal Engine 4 and 5 renders here: https://www.artstation.com/artwork/QrvEJ3
Note you may need to scroll down. Many products in that page.
I ALSO HAVE 3D VIEWERS IN THERE IF YOU WANT TO TAKE A CLOSER LOOK TO THE 3D MODELS.
BUY HERE MOSTLY FOR THE FBX FILES AND BLEND FILES. THANK YOU!
Note: Most of my green, white and red colored screenshots are from Rev 2025, the previous update. I left them there for reference. They have the model at 4K resolution. I changed all pack contents again to 2K and the detail loss is extremely minimal. You can still access 4K textures since I included as an optional thing. You get access to all assets optional textures [unless specified] from 128, 256, 512, 1024 and 4096.
This is a Mexican inspired Copalero with my own unique design. Originally made in 2021. Now revised in 2025.
REV 2025 - 1
Note: Some meshes may have custom lightmaps from Blender, most do not. The very small meshes throw a red color no matter what configuration I put in Unreal and custom lightmaps. The light bakes fine but just have that in mind. The separated rocks, but these are just extra you can always disable shadow cast. These are for the copal meshes but the copal comes in variants as joined prefab meshes so you should be good to go in any way.
I added several extra meshes to represent a small environment for the copalero to sit, be showcased. That is included too in both Unreal and 3D models.Most new models are still done with the same lowpoly mindset. Nothing in this pack is high polygon really.Additional File Download will include exports for all textures from 128 to 4096. The only texture that is at a fixated resolution of 512x512 is the VFX smoke mask.All meshes scaled appropriately to Unreal Mannequin.There are several variations for the copalero which makes it look like it is lit or with embers from the fire. In Unreal you can control the level of emissive/glow via material instances. The UE pack again is not included but I included my masked emissive textures too.
IMPORTANT! The copalero textures used for all pack contents and blend, fbx files were reduced to 2048x2048. Previously it was using 4K textures but since the pack grew quite a bit managing that upload-wise can get annoying. You can still access the 4K textures in the additional file download. The copalero looks pretty similar at 2K, there is extremely minimal detail loss so I decided to go for 2K instead. Same for Unreal Engine pack contents too.
IMPORTANT 2: Some meshes like the charcoal which is made as a variant in a circular shape give issues out of the box with default LOD settings in Unreal. I tweaked the distances and reduction settings for it to look ok. But just have that into consideration. Since the mesh is lowpoly though you can always just remove the LOD if you need or want to.
IMPORTANT 3: There is no VFX for BLEND or FBX files. VFX only for Unreal Engine pack.
Pack details 1: For game engines I suggest using the file I provide named exports_at_000. I always or 99% of the time provide this file in all my packs. It is meant to be more friendly or tweaked for Unreal and possibly other game engines. Sometimes if it qualifies I put custom lightmap channels in that file for assets and/or custom collisions if needed, etc.
The old 3D renderer with 4K textures was left at the end of the preview images in my fab page [this may change in the future]. It may help to see single mesh too. Two new 3D viewers added to see pack contents. One with the 3D environment and one without and just the copalero meshes.
Thanks for reading and looking. Wish you an awesome day! :]
As for polycount nothing really tops the 5k tris or verts really. Most meshes lowpoly or midpoly.
As for mixed overlappings. The copaleros which are the main meshes are properly unwrapped. For everything else sometimes I textured things with trim or seamless based materials I made. So the UVs may be oftentimes unwrapped or sometimes overlapping. All done with care so it looks good. But yes, have this in mind. Also some meshes in the exports 0,0,0 file may have lightmap channel 1. Make sure to select the proper UV channel you want before modifiying UVs if using that file. Everything is organized so easy to find really.
REV 2025
A prop inspired by a Mexican Copalero. Decorative.
A tip if you manually import the mesh into Unreal Engine. Do not forget to set the _ORM texture maps to compression setting: Masks in order for the Metalness [blue channel], Roughness [green channel] and Ambient Occlusion [red channel] to properly render when building the material.
Check 3D models and packs I make in this link: https://www.artstation.com/artwork/QrvEJ3
Thanks for looking, have a nice day! :]