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AssetLoom

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Interactive 3D preview (reduced-detail model, 11,446 triangles · 10 × 8.8 × 2.6 m). The downloadable files are the full-resolution originals.

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 / _LOD1 naming 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.
PropSize (m)LOD0 trisLOD1 trisLOD1/LOD0DegenerateGLB/FBX/OBJ
sc_canister0.63 × 0.631 × 1.152,70885231%03/3
sc_cargo_bin1.23 × 0.83 × 0.71,72866038%03/3
sc_case_ammo0.824 × 0.432 × 0.3621,05633632%03/3
sc_container_6m6.15 × 2.485 × 2.597,4481,92826%03/3
sc_crate_long2.12 × 1.048 × 1.0153,14490429%03/3
sc_crate_low1.32 × 0.848 × 0.4653,03686028%03/3
sc_crate_medium1.12 × 1.048 × 1.0153,03686028%03/3
sc_crate_small0.72 × 0.648 × 0.6153,03686028%03/3
sc_cryo_pod2.2 × 0.895 × 1.0752,52480432%03/3
sc_gas_tank0.38 × 0.38 × 1.42,04862430%03/3
sc_hex_crate0.914 × 1.03 × 0.91,35651238%03/3
sc_hover_pallet1.44 × 1.14 × 0.3152,65670427%03/3
sc_locker0.82 × 0.655 × 2.011,94435218%03/3
sc_med_crate1.02 × 0.644 × 0.633,36099230%03/3
sc_power_cell0.32 × 0.32 × 0.61,20838432%03/3
sc_toolbox0.616 × 0.323 × 0.3494829231%03/3

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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