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Description
A stylised, mid-century flavoured furniture set of 26 pieces for interiors, archviz blockouts, cosy games and product scenes. Soft upholstered shapes with real bevels, tapered and splayed legs, brass details and PBR materials that tile at real-world scale.
What's included (26 pieces)
- Seating: sofa_3seat, sofa_2seat, armchair, lounge_chair, ottoman, cushion, dining_chair, bar_stool, bench
- Tables: coffee_table, side_table, dining_table
- Bedroom and storage: bed_double, nightstand, dresser, wardrobe, bookshelf, books_row, tv_stand, wall_shelf
- Lighting and decor: floor_lamp, table_lamp, pendant_lamp, mirror_round, rug_rect, rug_round
- Formats: GLB, FBX, OBJ/MTL (one file per piece) + Blender source
Specs
- Real-world scale in metres (3-seat sofa 2.26 m, dining table 1.8 x 0.9 m at 0.75 m), floor pivots
- 44 to 3,596 triangles per piece, 34,024 for the whole set (listed polygon count)
- PBR metal/roughness: 15 texture sets (albedo, normal GL + DX, roughness, metallic, AO, ORM): 1024 px for wood, fabrics, leather and rug, 512 px for the smooth paints, metals and ceramic
- World-scale UVs: wood grain follows each part (legs vertical, rails and tops along their length) and fabric weave keeps one size on every piece
- 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: floor level at the base centre; every floor-standing piece rests exactly on z = 0. Fronts face -Y in Blender (+Z in glTF).
Wall pieces: fur_wall_shelf and fur_mirror_round have their back at y = 0 (the wall plane); fur_pendant_lamp pivots at the ceiling canopy and hangs 1.0 m down.
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 (15): fur_brass, fur_ceramic, fur_fabric_linen, fur_fabric_ochre, fur_fabric_sage, fur_fabric_slate, fur_lacquer_terra, fur_lacquer_white, fur_leather_tan, fur_metal_black, fur_mirror, fur_oak, fur_rug, fur_shade, fur_walnut.
Textures: <set>_albedo, _normal-gl (OpenGL: Blender, Unity, Godot), _normal-dx (DirectX: Unreal), _roughness, _metallic, _ao,
_orm (R = AO, G = roughness, B = metallic). GLBs embed JPEG copies; FBX/OBJ reference ../textures/.
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 26 pieces re-imported from the shipped GLB, FBX and OBJ files with every PBR map resolved (26/26, 26/26, 26/26); 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 |
|---|---|---|
fur_sofa_3seat | 2.26 × 0.88 × 0.959 | 2,184 |
fur_sofa_2seat | 1.64 × 0.88 × 0.959 | 1,808 |
fur_armchair | 1.02 × 0.88 × 0.959 | 1,432 |
fur_lounge_chair | 0.75 × 0.823 × 0.871 | 1,888 |
fur_ottoman | 0.588 × 0.588 × 0.415 | 1,088 |
fur_coffee_table | 1.1 × 0.6 × 0.422 | 1,272 |
fur_side_table | 0.5 × 0.5 × 0.553 | 1,372 |
fur_dining_table | 1.8 × 0.9 × 0.75 | 972 |
fur_dining_chair | 0.436 × 0.564 × 0.858 | 1,928 |
fur_bar_stool | 0.38 × 0.38 × 0.806 | 1,004 |
fur_bench | 1.2 × 0.38 × 0.512 | 868 |
fur_bed_double | 1.68 × 2.18 × 1.1 | 1,992 |
fur_nightstand | 0.5 × 0.437 × 0.551 | 1,116 |
fur_dresser | 1.2 × 0.51 × 0.822 | 1,868 |
fur_wardrobe | 1 × 0.645 × 2 | 648 |
fur_bookshelf | 0.9 × 0.32 × 1.9 | 1,080 |
fur_books_row | 0.447 × 0.21 × 0.282 | 1,056 |
fur_tv_stand | 1.6 × 0.436 × 0.522 | 3,596 |
fur_wall_shelf | 0.8 × 0.22 × 0.185 | 708 |
fur_mirror_round | 0.64 × 0.039 × 0.67 | 1,668 |
fur_floor_lamp | 0.48 × 0.48 × 1.66 | 980 |
fur_table_lamp | 0.38 × 0.38 × 0.5 | 924 |
fur_pendant_lamp | 0.49 × 0.49 × 1 | 1,208 |
fur_rug_rect | 2 × 1.4 × 0.012 | 44 |
fur_rug_round | 1.6 × 1.6 × 0.018 | 1,020 |
fur_cushion | 0.44 × 0.14 × 0.44 | 300 |
Technical details
- Formats
- GLB, FBX, OBJ, BLEND, PNG
- Software
- Blender, Unity, Unreal Engine, Godot, Maya, Cinema 4D
- Provenance
- Procedural
- AI training
- prohibited
- Polygon count
- 34024 tris
- Rigged
- No
- Animated
- No
- PBR materials
- Yes
- Texture resolution
- 1k
- UV unwrapped
- Yes
- Units
- m
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