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出品IRONCORE - Modular Stylized Facility Kit (Early Access)のメディア1
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説明

What is it?

A modular kit for building stylized facility interiors: maintenance corridors, utility rooms, stairwells, control rooms, catwalk halls, bunkers and labs. Every structural piece snaps to a 1 m grid on 4 m modules, with consistent pivots and naming.

Who is it for?

Indie and small teams making co-op, horror, survival, extraction or exploration games, and level designers who want to go from blockout to finished rooms fast.

What's included (v0.5 Early Access)

  • 64 assets (77 meshes):

  • Walls: plain, vented and damaged panels, half wall, outer corner, base trim, double-door doorway, single-door doorway, 3 window walls (observation, small wired, broken) with separate glass, roll-down shutter

  • Doors: double sliding door, single hinged door

  • Floors and ceilings: plate, grate, concrete, floor with hatch, ceiling panel, ceiling light

  • Vertical access: straight stair (one 4 m storey), short stair (1 m platforms), half-turn stairwell in one 4 x 4 m module, wall ladder

  • Catwalks: 4 m deck, 2 m junction, support frame

  • Railings: 4 m, 2 m, mesh infill, end post, swing gate

  • Utility: pipes in 3 diameters, elbow, tee, support, valve, vent duct and duct elbow, ceiling grille, cable tray

  • Props: 2 crates, 2 barrels, breaker box, shelf, locker, caged lamp, warning sign, pallet, gas cylinder, extinguisher, workbench, toolbox, cable spool, control console, generator, wall fan, junction box, barrier, cart

  • 15 blockout pieces that match the final modules 1:1 - greybox first, swap later

  • 4 color presets: Facility, Worn, Clean, Pastel

  • 6 drag-in room presets in Blender: corridor, junction, 8 x 8 m utility room, two-storey stairwell, control room, catwalk platform

  • PDF documentation (grid, pivots, naming, presets, import notes, changelog)

Formats

  • Blender 5.2 source file with a procedural material: recolor any object per instance, adjust wear and grime. Assets are marked for the Asset Browser.

  • FBX per mesh: LOD0, LOD1 and collisions (UCX_ naming; stairs use convex ramp collisions). Standard PBR metal/roughness textures - import into Unity, Unreal Engine or Godot with the included files.

  • glTF (.glb) per asset with embedded textures.

  • PNG textures per mesh: Base Color for each of the 4 presets, ORM (AO / Roughness / Metallic), wear/grime mask.

Optimization

  • LOD0: 64 - 4,184 triangles per asset (median 668). LOD1: 36 - 2,804 triangles (small assets keep their full mesh at LOD1).

  • Textures 1024 px (walls, floors, ceiling, stairs, catwalks) / 512 px (everything else).

  • One material per mesh, plus an emissive slot on lights and screens and a glass material on window glass.

Modularity

  • 1 m grid, 4 m wide x 4 m high walls (one storey), 25 cm thick, centered on the grid line. Double doorway 1.6 x 2.6 m, single doorway 1.2 x 2.4 m.

  • Stairs: 20 cm risers, 30 cm treads, 2 m wide.

  • Walls pivot at the bottom-left corner; props at the bottom center. Doors share the pivot of their wall.

  • Door leaves, hinged door, gate leaf, hatch lid, shutter curtain, locker and breaker-box doors, lever, valve wheel, toolbox lid and fan blades are separate meshes pivoted on their hinge or axis - ready for interaction.

Early Access

v0.5 adds stairs, catwalks, railings, windows, doors and 14 props. Next: v0.8 (~90 assets), then v1.0 (~120 assets) with native engine packages. The price will increase as content is added - buyers get every update free.

Real-world scale: 1 unit = 1 m.

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