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Interactive 3D preview (reduced-detail model, 36,661 triangles · 12 × 10 × 3.8 m). The downloadable files are the full-resolution originals.

Description

A modular sci-fi corridor kit on a 2 m grid: floors, ceilings, walls with vents, lights, consoles and pipes, a doorway with working sliding doors, posts and corners for junctions, pipe runs, lights and consoles. Everything snaps together, and a T-junction sample layout is included.

What's included (23 pieces)

  • Floors (3): panel, hazard-striped threshold, grate with pipes below
  • Ceilings (2): panel, emissive light panel
  • Walls (6): panel, vent, light strip, console, pipes, doorway (1.0 × 2.4 m) with wall pockets
  • Doors (2): sliding leaves L/R that retract into the doorway pockets
  • Junctions (3): post (corners, T and X junctions), inner corner, wall end cap
  • Pipes (3): 2 m run, 90° bend, 3 m vertical · Lights (2): wall lamp, beacon · Consoles (2): terminal, console bank
  • Formats: GLB, FBX, OBJ/MTL per piece + sample layout GLB + Blender source

Specs

  • 2 m grid, 3 m walls, pivots at grid corners on the floor (metres)
  • 216–3,132 triangles per piece (29,176 for the whole kit)
  • PBR metal/roughness, 7 shared materials with 1024 px maps (normal GL + DX, ORM) and emissive light strips, matches the AssetLoom Sci-Fi Crates pack

Engines

Unity, Unreal Engine and Godot.

Conventions

CONVENTIONS
  Units: metres. Grid: 2 m. Z-up in .blend; GLB/FBX/OBJ exported Y-up. Every piece is placed at a grid corner on the floor (z = 0).
  Floors: 2 x 2 m, walkable top at z = 0 (+3-4 mm anti-slip ribs), slab 0.2 m deep (grate pit 0.6 m).
  Ceilings: 2 x 2 m, underside at z = 3.0 m (light panels hang 7.5 cm), so they sit exactly on the 3 m walls.
  Walls: run along +X from the pivot (0..2 m), 3 m tall, centred on the grid line, everything within y = -0.15..+0.15 m
         (console desk and pipe walls protrude into the room on +Y). Rotate 90/180/270 deg about Z for the other directions.
  Doorway: 1.0 x 2.4 m opening with hollow wall pockets. cor_door_L / cor_door_R are the sliding leaves (0.495 m each): place L at x = 0.5 and
         R at x = 1.5 (same rotation as the doorway); slide L by -0.455 m and R by +0.455 m along the wall to open.
  Posts: centred on a grid intersection - cap wall joints, corners and T/X junctions. cor_wall_corner_inner fills an inner 90 deg corner.
  Pipes: cor_pipe_run_2m spans 2.000 m flange to flange (chain them), cor_pipe_corner bends 90 deg (R 0.5 m), cor_pipe_vertical is 3 m.
  Materials: the same 7 PBR materials as the AssetLoom Sci-Fi Crates pack (1024 px, metal/roughness, normal GL + DX, ORM) + emissive strips.

Blender check (live Blender 5.2.1)

  • Grid snapping verified for 13/13 modular pieces (floors and ceilings exactly 2 × 2 m from the corner pivot, walls 0–2 m × 0–3 m, posts centred).
  • sliding door leaves closed (in the 1.0 x 2.4 m opening): 0 intersections ✔
  • sliding door leaves open (retracted 0.455 m into the wall pockets): 0 intersections ✔
  • closed leaves meet with a 10 mm gap: 0 intersections ✔
  • cor_wall_panel + cor_wall_vent end-to-end on the 2 m grid (1 mm probe gap): 0 intersections ✔
  • cor_wall_light + cor_wall_doorway end-to-end on the 2 m grid (1 mm probe gap): 0 intersections ✔
  • cor_wall_console + cor_wall_pipes end-to-end on the 2 m grid (1 mm probe gap): 0 intersections ✔
  • floor tiles side by side (1 mm probe gap): 0 intersections ✔
  • ceiling sits on top of the 3 m walls (1 mm probe): 0 intersections ✔
  • All 23 pieces re-imported from the shipped GLB / FBX / OBJ files with every PBR map resolved; 0 loose / degenerate / open edges.
  • The 82-piece sample layout was assembled from the kit in the live session (and is included as a GLB and in the .blend).
PieceSize (m)TrianglesDegenerateOpen edgesGLB/FBX/OBJGrid OK
cor_ceiling_light2 × 2 × 0.275540003/3✔
cor_ceiling_panel2 × 2 × 0.23540003/3✔
cor_console_bank1.94 × 0.7 × 1.3131,812003/3n/a
cor_console_terminal0.64 × 0.45 × 1.237540003/3n/a
cor_door_L0.495 × 0.116 × 2.375432003/3n/a
cor_door_R0.495 × 0.116 × 2.375432003/3n/a
cor_floor_grate2 × 2 × 0.62,724003/3✔
cor_floor_hazard2 × 2 × 0.203708003/3✔
cor_floor_panel2 × 2 × 0.2041,548003/3✔
cor_light_beacon0.24 × 0.24 × 0.2564003/3n/a
cor_light_wall_lamp0.3 × 0.15 × 0.2432003/3n/a
cor_pipe_corner0.61 × 0.613 × 0.426832003/3n/a
cor_pipe_run_2m2 × 0.45 × 0.562,124003/3✔
cor_pipe_vertical0.24 × 0.37 × 31,264003/3n/a
cor_post0.46 × 0.46 × 3.2756003/3✔
cor_wall_console2 × 0.695 × 32,484003/3✔
cor_wall_corner_inner0.547 × 0.547 × 3296003/3n/a
cor_wall_doorway2 × 0.3 × 32,376003/3✔
cor_wall_end_cap0.2 × 0.38 × 3216003/3n/a
cor_wall_light2 × 0.3 × 31,836003/3✔
cor_wall_panel2 × 0.3 × 31,404003/3✔
cor_wall_pipes2 × 0.54 × 32,184003/3✔
cor_wall_vent2 × 0.3 × 33,132003/3✔

Technical details

Formats
GLB, FBX, OBJ, BLEND, PNG
Software
Blender, Unity, Unreal Engine, Godot
Provenance
Procedural
AI training
prohibited
Engine
unity, unreal-engine, godot
Engine version
Any (GLB/FBX/OBJ); import tested in Blender 5.2.1
Render pipeline
built-in, urp, hdrp, lumen-nanite, forward, deferred
LODs included
No
Collision meshes
No
Polygon budget
3132 tris
Target platform
pc, console, vr

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