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Description
An office and desk prop set of 25 models for workspace scenes, office levels, explainer animations and product shots: a complete desk setup with emissive screens (monitor, laptop, phone show an abstract dashboard UI), stationery and decor, plus the desk, office chair and drawer pedestal.
What's included (25 pieces)
- Furniture: desk (1.4 x 0.7 m sit-stand style), office_chair (5-star base, casters), filing_cabinet (3-drawer pedestal), trash_bin
- Tech: monitor, laptop (individual keys), keyboard (full layout), mouse, smartphone, headphones, desk_lamp (LED), speaker, calculator
- Paper and stationery: notebook, notebook_open, book_stack, binder, paper_stack, document_tray, pen_holder (with pens and pencils), stapler, sticky_notes
- Decor: mug, succulent (terracotta pot), wall_clock
- Formats: GLB, FBX, OBJ/MTL (one file per piece) + Blender source
Specs
- Real-world scale in metres (27-inch class monitor 0.62 m wide, desk top at 0.746 m), pivots on the resting surface
- 72 to 2,728 triangles per model, 21,636 for the whole set (listed polygon count)
- PBR metal/roughness: 22 texture sets (albedo, normal GL + DX, roughness, metallic, AO, ORM) at 256 to 1024 px; the screen UI and lamp LED also ship an emission map
- Screens use a fitted 0-1 UV, so you can swap in your own screenshot texture
- All textures and meshes made procedurally by AssetLoom (no scans, no third-party content)
Conventions
Units: metres, real-world scale. Z-up in the .blend; GLB/FBX/OBJ exported Y-up (glTF convention).
Pivots: on the resting surface at the base centre; every piece rests exactly on z = 0 (desk items sit at desk height when placed on the desk top at 0.746 m).
off_wall_clock: back at y = 0 (the wall plane), pivot at the centre of the back. Fronts face -Y in Blender (+Z in glTF).
One mesh object per piece, triangulated, smooth shading with hard edges and area-weighted custom normals where useful (normals exported).
UVs: world-scale projections per part (planar, cylindrical or swept along the part) so tiling PBR textures keep a constant texel density.
Screens and labels use fitted 0-1 UVs. No lightmap UV2: let Unity/Unreal generate one if you bake lighting.
Materials (22): off_aluminium, off_cardboard, off_ceramic, off_cover_blue, off_cover_green, off_cover_ochre, off_cover_red, off_leaf, off_led, off_mesh, off_metal_dark, off_note_yellow, off_oak, off_paint_yellow, off_paper, off_plastic_black, off_plastic_grey, off_plastic_white, off_rubber, off_screen, off_soil, off_terracotta.
Textures: <set>_albedo, _normal-gl (OpenGL: Blender, Unity, Godot), _normal-dx (DirectX: Unreal), _roughness, _metallic, _ao,
_orm (R = AO, G = roughness, B = metallic), _emission. GLBs embed JPEG copies; FBX/OBJ reference ../textures/.
Emissive: off_led, off_screen (emission map + strength set in the materials).
Engine notes
- Blender: open the .blend (textures resolve from textures/) or import any GLB/FBX/OBJ.
- Unity (URP/HDRP/Built-in): import the FBX files plus the textures folder; set the _normal-gl maps to Normal Map. Metallic smoothness: use _metallic and invert _roughness, or use the GLB with glTFast.
- Unreal Engine 5: import the FBX files; use _normal-dx for normals and _orm (R = AO, G = roughness, B = metallic) packed into one texture.
- Godot 4: drop the GLB files into the project; materials, normal maps and AO come through automatically.
- Other DCCs (Maya, 3ds Max, Cinema 4D, Houdini): FBX or OBJ + MTL with the PNG maps.
Headless Blender check
- All 25 pieces re-imported from the shipped GLB, FBX and OBJ files with every PBR map resolved (25/25, 25/25, 25/25); triangle counts identical across formats: yes.
- 0 loose vertices/edges, 0 degenerate faces, 0 open edges, 0 flipped-normal edges; 0 floating parts (every part touches its neighbours or the resting surface).
- No coplanar overlapping faces between parts (no z-fighting).
| Piece | Size (m) | Triangles |
|---|---|---|
off_desk | 1.4 × 0.7 × 0.746 | 1,544 |
off_office_chair | 0.644 × 0.632 × 1.08 | 1,460 |
off_filing_cabinet | 0.4 × 0.58 × 0.6 | 1,888 |
off_monitor | 0.62 × 0.2 × 0.502 | 600 |
off_laptop | 0.31 × 0.215 × 0.216 | 1,176 |
off_keyboard | 0.44 × 0.135 × 0.028 | 2,728 |
off_mouse | 0.064 × 0.12 × 0.04 | 780 |
off_smartphone | 0.072 × 0.15 × 0.009 | 300 |
off_headphones | 0.258 × 0.141 × 0.063 | 1,404 |
off_desk_lamp | 0.507 × 0.16 × 0.432 | 1,016 |
off_speaker | 0.14 × 0.186 × 0.24 | 192 |
off_calculator | 0.085 × 0.15 × 0.024 | 968 |
off_mug | 0.115 × 0.08 × 0.1 | 588 |
off_notebook | 0.148 × 0.212 × 0.018 | 188 |
off_notebook_open | 0.304 × 0.21 × 0.015 | 160 |
off_book_stack | 0.248 × 0.182 × 0.103 | 528 |
off_binder | 0.06 × 0.293 × 0.32 | 328 |
off_paper_stack | 0.225 × 0.311 × 0.024 | 72 |
off_document_tray | 0.264 × 0.34 × 0.125 | 832 |
off_pen_holder | 0.082 × 0.08 × 0.195 | 600 |
off_stapler | 0.174 × 0.036 × 0.048 | 512 |
off_sticky_notes | 0.082 × 0.082 × 0.032 | 88 |
off_succulent | 0.12 × 0.12 × 0.099 | 2,472 |
off_wall_clock | 0.308 × 0.047 × 0.308 | 892 |
off_trash_bin | 0.26 × 0.26 × 0.3 | 320 |
Technical details
- Formats
- GLB, FBX, OBJ, BLEND, PNG
- Software
- Blender, Unity, Unreal Engine, Godot, Maya, Cinema 4D
- Provenance
- Procedural
- AI training
- prohibited
- Polygon count
- 21636 tris
- Rigged
- No
- Animated
- No
- PBR materials
- Yes
- Texture resolution
- 1k
- UV unwrapped
- Yes
- Units
- m
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