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Description
16 game-ready sci-fi props (crates, cases, canisters, a 6 m cargo container, cryo pod, lockers and more) with bevelled hard-surface detail, PBR materials and two LODs each. Built to drop straight into hangars, cargo bays and space stations.
What's included (16 props × LOD0 + LOD1)
- Crates: small 0.6 m, medium 1 m, long 2 m, low, hex crate, medical crate
- Cases & bins: ammo case, toolbox, open cargo bin
- Containers: 6 m (20 ft) cargo container with doors and lock bars
- Tanks & tech: fuel canister, gas tank, power cell, cryo pod, locker, hover pallet
- Formats: GLB, FBX, OBJ/MTL (one file per prop, both LODs) + Blender source
Specs
- LOD0 948–7,448 triangles · LOD1 292–1,928 triangles (~29 % of LOD0); the listed polygon count (41,236) is the LOD0 total for all 16 props
- PBR metal/roughness: 7 shared materials, 1024 px maps (albedo, normal GL + DX, roughness, metallic, ORM) + emissive light strips
- Real-world scale in metres, pivots on the floor at the base centre,
_LOD0/_LOD1naming for automatic LOD groups in Unity - Textures derived from AssetLoom's own procedural brushed-metal and concrete maps
Conventions
CONVENTIONS
Units: metres, real-world scale. Z-up in .blend; GLB/FBX/OBJ exported Y-up.
Hierarchy per prop: empty root '<name>' (pivot = floor level, base centre) -> '<name>_LOD0' and '<name>_LOD1' children (identity transforms).
Unity: the _LOD0/_LOD1 suffixes create an LOD Group automatically on FBX import. Unreal: import the FBX with 'Import Mesh LODs' or use LOD0/LOD1 separately.
LODs: LOD0 = 2-segment bevels + all details; LOD1 = single chamfers, halved cylinder segments, small greebles removed (~29 % of LOD0 triangles).
Normals: smooth groups split at 45 deg + area-weighted custom normals (big faces stay flat, bevels catch highlights). Exported with the meshes.
UVs: world-scale box projection, 1 UV unit = 1 m, tiling textures (no lightmap UV2 - let Unity/Unreal generate one if you bake lighting).
Materials (7): sc_paint_orange / slate / olive / white, sc_metal_frame (metallic), sc_rubber, sc_hazard, sc_emissive (cyan, emission strength 2.5).
Textures (1024 px PNG, metal/rough workflow): <set>_albedo, _normal-gl (OpenGL/Unity/Blender/Godot), _normal-dx (DirectX/Unreal), _roughness, _metallic,
_orm (R = AO 1.0, G = roughness, B = metallic) for Unreal. GLBs embed JPEG copies of albedo/normal/metal-rough; FBX/OBJ reference ../textures/.
Blender check (live Blender 5.2.1)
- All 16 props re-imported from the shipped GLB, FBX and OBJ files with both LODs and all PBR maps resolved (16/16 each).
- 0 loose geometry, 0 degenerate faces, 0 open edges, consistent normals on every LOD; pivots on the floor at the base centre.
- Bevel slivers created by clamped bevels on thin plates were collapsed and the normals rebuilt (area-weighted) before export.
| Prop | Size (m) | LOD0 tris | LOD1 tris | LOD1/LOD0 | Degenerate | GLB/FBX/OBJ |
|---|---|---|---|---|---|---|
sc_canister | 0.63 × 0.631 × 1.15 | 2,708 | 852 | 31% | 0 | 3/3 |
sc_cargo_bin | 1.23 × 0.83 × 0.7 | 1,728 | 660 | 38% | 0 | 3/3 |
sc_case_ammo | 0.824 × 0.432 × 0.362 | 1,056 | 336 | 32% | 0 | 3/3 |
sc_container_6m | 6.15 × 2.485 × 2.59 | 7,448 | 1,928 | 26% | 0 | 3/3 |
sc_crate_long | 2.12 × 1.048 × 1.015 | 3,144 | 904 | 29% | 0 | 3/3 |
sc_crate_low | 1.32 × 0.848 × 0.465 | 3,036 | 860 | 28% | 0 | 3/3 |
sc_crate_medium | 1.12 × 1.048 × 1.015 | 3,036 | 860 | 28% | 0 | 3/3 |
sc_crate_small | 0.72 × 0.648 × 0.615 | 3,036 | 860 | 28% | 0 | 3/3 |
sc_cryo_pod | 2.2 × 0.895 × 1.075 | 2,524 | 804 | 32% | 0 | 3/3 |
sc_gas_tank | 0.38 × 0.38 × 1.4 | 2,048 | 624 | 30% | 0 | 3/3 |
sc_hex_crate | 0.914 × 1.03 × 0.9 | 1,356 | 512 | 38% | 0 | 3/3 |
sc_hover_pallet | 1.44 × 1.14 × 0.315 | 2,656 | 704 | 27% | 0 | 3/3 |
sc_locker | 0.82 × 0.655 × 2.01 | 1,944 | 352 | 18% | 0 | 3/3 |
sc_med_crate | 1.02 × 0.644 × 0.63 | 3,360 | 992 | 30% | 0 | 3/3 |
sc_power_cell | 0.32 × 0.32 × 0.6 | 1,208 | 384 | 32% | 0 | 3/3 |
sc_toolbox | 0.616 × 0.323 × 0.34 | 948 | 292 | 31% | 0 | 3/3 |
Technical details
- Formats
- GLB, FBX, OBJ, BLEND, PNG
- Software
- Blender, Unity, Unreal Engine, Godot
- Provenance
- Procedural
- AI training
- prohibited
- Polygon count
- 41236 tris
- Rigged
- No
- Animated
- No
- PBR materials
- Yes
- Texture resolution
- 1k
- UV unwrapped
- Yes
- Units
- m
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