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File multimediali per l'articolo Tavern Props — 25 Pieces: 1

Descrizione

25 hand-built medieval tavern props, game-ready for Unreal Engine 5.

Everything you need to dress a tavern, inn, cellar or market stall — storage, furniture, lighting and tableware — modelled to a single consistent scale and texel density so the pieces sit together naturally in a scene instead of looking like a bag of parts.

Every mesh ships with three LODs, custom convex collision, non-overlapping lightmap UVs and packed ORM textures. Drop it in and start building.

WHAT'S INCLUDED

Storage — Barrel, Barrel (open), Barrel (on side), Keg, Crate, Crate (small), Sack, Bucket

Furniture — Table, Round table, Bench, Stool, Shelf

Lighting — Chandelier, Wall torch, Lantern, Candle, Candlestick

Tableware — Tankard, Mug, Bottle, Bowl, Plate

Other — Firewood, Tavern sign

FORMATS

Unreal Engine 5.8 project — 25 static meshes, one master material with 25 instances, and two demo maps

FBX — 25 meshes, Y-up, centimetre scale, tangents included

glTF / GLB — 25 meshes with textures embedded, ready to drop into any engine or viewer

Blender 5.2 source scene — the full working file, with relative texture paths

TEXTURES

81 PBR maps. Each prop has BaseColor, Normal (OpenGL / +Y green) and a packed ORM map — red is ambient occlusion, green is roughness, blue is metallic. Light-emitting props also have an Emissive map.

2048×2048 on the large props and 1024×1024 on the small ones, which holds a consistent ~512 px/m texel density across the whole pack.

TWO DEMO MAPS

L_TavernDemo — a dressed tavern interior showing the props in context

L_TavernOverview — all 25 props laid out side by side for browsing

NOTES

Meshes are unrigged and unanimated. If you import the raw PNGs into your own project rather than using the supplied Unreal project, set the Normal and ORM maps to non-sRGB (linear) — in Unreal, set the ORM maps' compression to Masks. The included Unreal project is already configured correctly.

Unity users: the green channel here is roughness, so invert it if your shader expects smoothness.

Questions or problems — use the Questions tab on this page. I read all of them and will get fixes out.

Formati inclusi