Select or drop a image or 3D model here to search.
We support JPG, JPEG, PNG, GIF, WEBP, GLB, OBJ, STL, FBX. More formats will be added in the future.
\n- Texture maps: 2048x2048 Normal, Albedo, Specular + bonus! Small version of texture or tiling texture
\n\nThere are 3 levels of detail for each model. It's allow to optimize gaming graphics, and depending on the load range of drawing the appropriate model.
\n\nCollision mesh enables to correctly handle the physical model in the game engine.
\n\nHigh-quality texture creates a realistic look to the model. As each model created small version of texture or tailing texture, for a very long-range rendering.
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\n\n- Collision mesh
\n- Texture maps: 2048x2048 Normal, Albedo, Specular + bonus! Small version of texture or tiling texture
There are 3 levels of detail for each model. It's allow to optimize gaming graphics, and depending on the load range of drawing the appropriate model.
\n\nCollision mesh enables to correctly handle the physical model in the game engine.
\n\nHigh-quality texture creates a realistic look to the model. As each model created small version of texture or tailing texture, for a very long-range rendering.
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\n\n- Collision mesh
\n- Texture maps: 2048x2048 Normal, Albedo, Specular + bonus! Small version of texture or tiling texture
There are 3 levels of detail for each model. It's allow to optimize gaming graphics, and depending on the load range of drawing the appropriate model.
\n\nCollision mesh enables to correctly handle the physical model in the game engine.
\n\nHigh-quality texture creates a realistic look to the model. As each model created small version of texture or tailing texture, for a very long-range rendering.
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\n\n- Collision mesh
\n- Texture maps: 2048x2048 Normal, Albedo, Specular + bonus! Small version of texture or tiling texture
There are 3 levels of detail for each model. It's allow to optimize gaming graphics, and depending on the load range of drawing the appropriate model.
\n\nCollision mesh enables to correctly handle the physical model in the game engine.
\n\nHigh-quality texture creates a realistic look to the model. As each model created small version of texture or tailing texture, for a very long-range rendering.
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\n\n- Collision mesh
\n- Texture maps: 2048x2048 Normal, Albedo, Specular + bonus! Small version of texture or tiling texture
There are 3 levels of detail for each model. It's allow to optimize gaming graphics, and depending on the load range of drawing the appropriate model.
\n\nCollision mesh enables to correctly handle the physical model in the game engine.
\n\nHigh-quality texture creates a realistic look to the model. As each model created small version of texture or tailing texture, for a very long-range rendering.
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\n\n- Collision mesh
\n- Texture maps: 2048x2048 Normal, Albedo, Specular + bonus! Small version of texture or tiling texture
There are 3 levels of detail for each model. It's allow to optimize gaming graphics, and depending on the load range of drawing the appropriate model.
\n\nCollision mesh enables to correctly handle the physical model in the game engine.
\n\nHigh-quality texture creates a realistic look to the model. As each model created small version of texture or tailing texture, for a very long-range rendering.
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\n\n- Collision mesh
\n- Texture maps: 2048x2048 Normal, Albedo, Specular + bonus! Small version of texture or tiling texture
There are 3 levels of detail for each model. It's allow to optimize gaming graphics, and depending on the load range of drawing the appropriate model.
\n\nCollision mesh enables to correctly handle the physical model in the game engine.
\n\nHigh-quality texture creates a realistic look to the model. As each model created small version of texture or tailing texture, for a very long-range rendering.
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\n\n- Collision mesh
\n- Texture maps: 2048x2048 Normal, Albedo, Specular + bonus! Small version of texture or tiling texture
There are 3 levels of detail for each model. It's allow to optimize gaming graphics, and depending on the load range of drawing the appropriate model.
\n\nCollision mesh enables to correctly handle the physical model in the game engine.
\n\nHigh-quality texture creates a realistic look to the model. As each model created small version of texture or tailing texture, for a very long-range rendering.
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\n- Texture maps: 2048x2048 Normal, Albedo, Specular + bonus! Small version of texture or tiling texture
There are 3 levels of detail for each model. It's allow to optimize gaming graphics, and depending on the load range of drawing the appropriate model.
\n\nCollision mesh enables to correctly handle the physical model in the game engine.
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\n\nCollision mesh enables to correctly handle the physical model in the game engine.
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\n\nHigh-quality texture creates a realistic look to the model. As each model created small version of texture or tailing texture, for a very long-range rendering.
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\n Asset pack and virtual museum environment
This virtual museum environment contains 82 optimized models of real world ancient works of art, originating from many ancient cultures of Europe, Asia and Northern Africa. Actual ancient relics that are found on display at the great museums around the world were photo-scanned and optimized to be used in a variety of your Unity projects.This is a complete and enhanced pack that includes the following 4 separate asset packs
\n\n\n\n\n\n\n\n\n\nFlying camera mode included. All assets are assigned with a standard shader material, using 2 – 2048x2048 texture maps – diffuse and normal.
\n\nFor best experience the demo scenes require importing the following Unity's free asset into your project -
\n\n\n\nPost Effect presets are included in the pack, just install post effects via the Package Manager
\n\nFor optimal quality please set pixel light count at 40 (for real-time scene) and 8 for baked light scene. To do so, please go - Edit > Project Settings > Quality - Find pixel light count parameter, and set it to 40.
\n \n\nMain Features of the pack
\n\n* 4 museum room environments with columns, lights and marble benches
\n* 1 baked light setup
\n* 26 ancient Greek & Roman art assets
\n* 16 ancient Egyptians art assets
\n* 23 ancient Asian art assets
\n* 13 later post-classic era European art assets
\n* Average triangle count per asset is 5000
\n* Description tags
For questions and support please contact at: gulyaev.art@gmail.com
\n
COLLECTION INCLUDES:
A total of 121 prefabs in the package:
Big Towers (x10)
Towers (x37)
Mage Towers (x30)
BONUS !!!
Environment (x13)
Characters (x10)
Animals (x3)
Materials for each assets.
The models are between 8 and 4511 verts, total number of all 99345 verts.
No rigging, no animation.
Source: vox format source file, can be edit with a free program called MagicaVoxel.
MOBILE FRIENDLY!
DEMO SCENE included!
On the demoscene, you can see all the assets of this collection.
If you have any ideas, specific requirements or need help, feel free to contact me on email palmovisland@gmail.com
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25 tiles prefabs + 330 objects prefabs
Exteriors props:
-Buildings (saloon, trading post, hotel, railway station, gold stash, guns shop, school, sheriff, church, undertaker, toilet, bank, farm, vigvams, tent, caravan, cart)
-Landscape (mountains, hills, mine, waterfall, lake, stones, cave, puddle, cracks, pit, rocks)
-Vegetation (trees, spruces, bushes, grass, stump, cactus, tumbleweed, meadow, fern)
-Train (locomotive, freight wagons, passenger coach, mine cart, rails, station)
-Props (sign, signboards, drying skins, bottles, wheel, chairs, coffins, graves, posters, gun, fences, scrolls, shovel, broom, barrels, bags, boxes, dynamites, TNT, bones, skulls, logs and much more)
You can easily create any map that suits you by simply connecting the tiles. Pack is Real-world-size, but you can scale the objects/models to the size you need.
Technical details:
298 к triangles full set (exteriors)
Has only one color texture (2048/1024/512/256 /128px) and one material for the entire set.
Renders made in Blender. You can see Unity screenshots in the Media section as well.
Can be used for games, rendering, advertising.
Feel free to download it and leave your reviews, comments and likes. This will help us create more products for you :)
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\n Asset pack and virtual museum environment
This virtual museum environment contains 82 optimized models of real world ancient works of art, originating from many ancient cultures of Europe, Asia and Northern Africa. Actual ancient relics that are found on display at the great museums around the world were photo-scanned and optimized to be used in a variety of your Unity projects.This is a complete and enhanced pack that includes the following 4 separate asset packs
\n\n\n\n\n\n\n\n\n\nFlying camera mode included. All assets are assigned with a standard shader material, using 2 – 2048x2048 texture maps – diffuse and normal.
\n\nFor best experience the demo scenes require importing the following Unity's free asset into your project -
\n\n\n\nPost Effect presets are included in the pack, just install post effects via the Package Manager
\n\nFor optimal quality please set pixel light count at 40 (for real-time scene) and 8 for baked light scene. To do so, please go - Edit > Project Settings > Quality - Find pixel light count parameter, and set it to 40.
\n \n\nMain Features of the pack
\n\n* 4 museum room environments with columns, lights and marble benches
\n* 1 baked light setup
\n* 26 ancient Greek & Roman art assets
\n* 16 ancient Egyptians art assets
\n* 23 ancient Asian art assets
\n* 13 later post-classic era European art assets
\n* Average triangle count per asset is 5000
\n* Description tags
For questions and support please contact at: gulyaev.art@gmail.com
\n
High-quality gravestone collection.
- Collision mesh
- Texture maps: 2048x2048 Normal, Albedo, Specular + bonus! Small version of texture or tiling texture
There are 3 levels of detail for each model. It's allow to optimize gaming graphics, and depending on the load range of drawing the appropriate model.
Collision mesh enables to correctly handle the physical model in the game engine.
High-quality texture creates a realistic look to the model. As each model created small version of texture or tailing texture, for a very long-range rendering.