Japanese School AV Room
Nimikko_School_AVRoom
A complete scene: 309 placed objects (93 meshes, 342,108 triangles in the scene), 102 PBR materials. Real-world scale; game-ready mid-poly meshes.
Folders (keep each one whole: the scene finds its textures through relative paths in its Textures folder)
Blend/ Nimikko_School_AVRoom.blend the scene (Blender 5.2): one object per placement, instances share their mesh, collections
by area, no lights (add a sun / sky). Textures in Blend/Textures.
FBX/ Nimikko_School_AVRoom.fbx centimetres (1 unit = 1 cm, unit scale 1: imports 1:1 into Unreal, Unity, 3ds Max, Maya),
Y up, -Z forward; instanced meshes share geometry. Textures in FBX/Textures.
OBJ/ Nimikko_School_AVRoom.obj + .mtl metres, Y up; PBR material extension (map_Pr roughness, map_Pm metallic, map_Ke
emission). Textures in OBJ/Textures.
GLTF/ Nimikko_School_AVRoom.gltf + .bin glTF 2.0, metallic-roughness. Textures in GLTF/Textures.Meshes
- UV channel 1 (UVMap): material UVs (tiling sets repeat at their real size). UV channel 2 (UV_Lightmap): non-overlapping lightmap UVs (FBX, glTF, Blend; OBJ carries one UV channel). - Custom (weighted) normals, quads and triangles. No LODs or collision in these files.
Textures
*_Albedo.jpg / T_<Material>_BaseColor.jpg|png base colour (sRGB; .png where the alpha is the opacity)
*_Masks.png / T_<Material>_Masks.png packed ORM: R ambient occlusion, G roughness, B metallic
(Blend, GLTF)
*_Masks_AO / _Roughness / _Metallic.png the same channels as single maps (FBX, OBJ)
*_Normal.png / T_<Material>_Normal.png normal map: OpenGL (Y+) in Blend, OBJ, GLTF; DirectX (Y-) in FBX
*_Emissive.jpg / T_<Material>_Emissive.jpg emission colour (screens, signs, lit fittings)
Glass: base colour + opacity (alpha blend).
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