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Hacker Hideout

A furnished shipping-container hideout built around a hacker's workstation, with a compact living space, workshop equipment and a bathroom. Cool blue lighting, warm lamps and daylight through the skylight give this small space its cozy cyberpunk atmosphere.

Use the assembled scene for renders and environment work, or reuse its separate props in your own scenes. Includes an editable Blender scene, seven model formats and a separate Unreal Engine project with a back-alley environment and asset showroom.

Objects (87 mesh objects in the model scene):

  • Container & exterior: structural frame, exterior and interior walls, floor, ceiling, entry door and rail, skylight hatch, solar panels, internet dish, cistern, security cameras, electrical box and entry keypad.

  • Workstation & electronics: desk, desk rack and mat, computer tower, monitors, keyboard, mouse, servers, router, DVR units, tablet and stylus, smartphone and stylus, wireless headphones, headphone stand, charger, thumbdrive and cables.

  • Workshop & storage: 3D printer, colored filament spools and rack, soldering pad, tool cabinet, lockers, shelves, hard cases, boxes, binders and books.

  • Living space & kitchen: bed, overhead storage, computer chair, television, lamps, microwave, coffee maker and pot, mug, dishes, takeaway food containers and trash can.

  • Bathroom: counter, mirror, toilet, shower, doors, windows, wall and floor surfaces, and lighting.

Scene Totals:

  • 87 separate mesh objects in the Blender/model scene.

  • Polycount: 110,540 | Triangle count: 213,560 | Vertex count: 114,995 in the Blender delivery.

  • Overall bounds, including exterior equipment: approximately 3.745 m Width (X), 6.640 m Length (Y), 3.222 m Height (Z).

  • Approximately 147.4 in Width, 261.4 in Length, 126.9 in Height.

  • Included model formats: BLEND, FBX, OBJ, GLB, GLTF, USD and USDZ. Mesh parts remain separate in the assembled scene.

Blender Scene & Armatures:

  • Editable Blender 5.1.2 scene with 13 cameras, Cycles lighting, packed material textures and the Tree Lined Driveway HDRI.

  • Preserves the custom glass setup used for rendering, including transparent shadows that allow light into the interior.

  • Two single-bone door armatures for posing. No animation clips, character rigs or IK are supplied. OBJ is static geometry.

  • Material images are 4K. Blender's texture limits are set to 1K in the viewport and 2K for rendering to reduce memory use; raise the render limit when your hardware allows.

Unreal Engine Project:

  • Complete project downloads for Unreal Engine 5.3.2 and 5.8.2 on Windows, using DX12/SM6, Lumen and virtual shadow maps.

  • Two levels: HH_BackAlley, the furnished environment; and HH_AssetOverview, the asset showroom.

  • 102 static meshes, 48 materials and 102 textures. The Unreal download also includes its back-alley assets and project-specific content.

  • First-person keyboard/mouse controls, Blueprint door and hatch interactions, room controls and ambient audio.

  • Collision is supplied. Thirteen meshes include three LODs, counting LOD0; other meshes have one. Nanite is disabled.

  • The playable Unreal Engine demo requires Epic’s built-in Enhanced Input plugin, which is already enabled in the supplied project. No separate plugin purchase is required.

Materials:

Includes 29 material/texture sets in the separate texture library, covering metals, plastics, fabrics, rubber, ceramic, flooring, wall and ceiling surfaces, screens and prop atlases.

The Blender scene uses 34 materials. Exchange exports use 49 material definitions, including explicit filament-color variants. Unreal uses 48 materials. These counts differ because the formats represent shared textures and color variants differently.

Textures:

  • Model downloads: 4K PNG Base Color, Roughness, Metallic and Normal_OpenGL, plus Emissive and Opacity where needed. Model normal maps are 8-bit with dithering. Each format already includes the textures it needs.

  • Separate texture library: 1024px, 2048px and 4096px variants in PNG, JPG and WEBP.

  • Additional map options: OpenGL and DirectX normals, Height, Ambient Occlusion and alternative Diffuse/Glossiness/Specular-Level maps where supplied. The standalone texture archives retain the original high-precision PNG normal and height maps.

  • ORM: PNG maps pack Ambient Occlusion into Red, Roughness into Green and Metallic into Blue. Unreal materials use ORM; GLB/glTF combine metallic and roughness for their PBR workflow.

  • Texture folders are organized by format, resolution and material. Prefer PNG for normal and other data maps.

Usage Notes:

  • Blender/model units are meters. Exchange files use Y-up; Unreal uses centimeters and Z-up.

  • UVs use shared atlases, tiling and overlap. Some solid/glass surfaces have collapsed UVs; this is not a fully unique, non-overlapping unwrap on every object.

  • Exchange formats use portable glass approximations. Lighting, transparency and material support vary between applications. Use the BLEND file for the original Cycles setup; promotional images also received post-processing.

  • No Substance Painter projects are included.

  • Not optimized for 3D printing.

Created with Blender.

Preview images rendered with Cycles.

Textured with Substance Painter.

HDRI: Tree Lined Driveway by Poly Haven (CC0).

Please contact me with questions or business inquiries at [email protected].

You can submit a custom work request for a quote.

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