SciFi Industrial Modular Kit - Corridors, Cargo Bay & Props
SciFi Industrial Modular Kit - v1
Modular sci-fi environment kit with an industrial, used-future look: walls, doors, floors, ceilings, level-change pieces, pipes and props. Built on a 4 m grid, real-world metric scale. 48 pieces, about 548,000 triangles at LOD0 in total, with 2 extra LOD levels each.
What is in the package
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FBX/- one FBX per piece, LOD0 withUCX_collision, plus_LOD1and_LOD2files -
GLB/- one GLB per piece (LOD0, textures embedded) for Godot, Three.js and the web -
Textures/-T__BaseColor.png,_Normal.png,_ORM.png,_Emissive.png -
Cinema4D/- three ready-to-open FBX scenes (all pieces plus 2 demo scenes); textures load from../Textures -
Blender/- the full Blender scene: masters with editable procedural materials plus 2 demo scenes, and the generator add-on -
piece_list.csv- every piece: category, size, triangle counts per LOD, texture size -
QUICK_START.pdfandREADME.md
Modular rules
- Grid: 4 m module, 4 m wall height, 1 m sub-grid. Half walls are 2 m, the cargo wall is 8 m.
- Pivots: walls at the bottom-left corner of the front plane; floors, ceilings and platforms at the tile corner; props at bottom centre. Every piece sits at the origin in its export file.
- Orientation: walls face -Y, structure going back to +Y. Rotate 90 degrees for side walls.
- Depth: walls are 0.30 m deep; details protrude at most 0.20 m into the room (corners 0.45 m).
- Tiling: every wall carries the same kick beam, top beam with light strip, half pillars and pipe run, so any wall snaps to any other wall with no gap. Two neighbouring half pillars form one full pillar.
- Level change: platform, ramp and stairs all rise exactly 1.00 m.
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Curves: two 90 degree turn sets. Tight turn:
SM_CurveWall_R4_90_A(outer, radius 4 m) withSM_CurveColumn_R08_Aon the inside. Wide turn:SM_CurveWall_R8_90_A(outer, radius 8 m) withSM_CurveWall_R4in_90_A(inner, radius 4 m). Each arc starts and ends on the grid, so a turn drops straight between two straight runs.
Textures
- Unique unwrap per piece, no overlapping islands. Hidden faces (backs, bottoms, tile edges) are collapsed to a single texel so texture space is spent on what is actually seen.
- 4096 px for the 4 m and 8 m pieces, 2048 px for medium pieces, 1024 px for props and pipes.
- ORM packing: R = Ambient Occlusion, G = Roughness, B = Metallic (Unreal style).
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_Emissive.pngexists only on pieces with lights, screens or indicators.
Import notes
Unreal Engine 5 - import the FBX with Combine Meshes off; the UCX_ meshes become collision automatically. Import _LOD1 and _LOD2 into the LOD slots, or enable Nanite on LOD0 and skip them. Set ORM and Normal textures to sRGB off.
Unity (URP / HDRP) - URP's Lit shader needs metallic in R and smoothness in A: use the ORM's B channel as metallic and invert G for smoothness, or use a mask-map shader.
Cinema 4D - open the files in Cinema4D/. Scale is metres converted to centimetres (a wall is 400 cm tall), so leave the import scale at 1. Base Color, Normal and Emissive come in automatically; connect the ORM's green channel to Roughness and blue to Metalness.
Godot / web - use the GLB: materials, ORM and emissive come through as they are.
Blender - open Blender/SciFi_Industrial_Kit.blend: the master pieces keep fully editable procedural materials and the demo scenes show two assembled environments.
The Blender generator
The kit includes a Blender add-on that assembles these same pieces for you. Pick corridor, room, curved corridor, T junction or hangar, press Build, and it lays out walls, corners, doors, lights and scattered props. Change the seed for a different layout; the same seed always rebuilds the same one. Everything lands in its own collection and stays fully editable.
Animated parts
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SM_DoorLeaf_L_A/_R_A- slide 0.95 m along local X, into the wall pocket -
SM_CargoLeaf_L_A/_R_A- slide 1.90 m along local X, on the rail in front of the wall -
SM_Fan_A- spins around its local Y axis (pivot at the centre)
Meshes are exported static: drive them from your engine, or use the Blender scene where the motion is already keyed.
Glass
Pieces with windows (SM_Wall_4x4_C and the door leaves) keep a second material slot named MI_Glass, so you can assign your own transparent material. Everything else uses one material.
Technical summary
- Metric units, 1 unit = 1 m. FBX exported with unit scaling for Unreal (1 m = 100 uu).
- Triangulated meshes with tangents; weighted custom normals baked into the mesh.
- Closed manifold geometry, outward normals, no n-gons, no overlapping UVs.
- LOD1 about 50% of LOD0 triangles, LOD2 about 20%.
License
Licensed for use in your own projects, including commercial work. Redistribution of the raw files as a competing asset pack is not permitted.
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