Ticket Booth With Interior
Ticket Booth with Interior - quick start
Files:
TicketBooth_Blender.zip - TicketBooth.blend (Blender 5.2), all textures packed inside, nothing to relink
TicketBooth_GLB.zip - TicketBooth.glb, textures embedded
TicketBooth_FBX.zip, TicketBooth_OBJ.zip, TicketBooth_DAE.zip - maps from the shared Textures folder by relative paths (keep the folder next to the files)
Textures.zip - 36 PBR maps (PNG 4096 / 2048): Base Color, Normal (OpenGL), Roughness, Metallic, Emissive, Opacity
TicketBooth_UE5.zip - Unreal Engine 5.8 project, level Content/TicketBooth/Maps/L_ETB_Showcase
How to use:
Blender: open TicketBooth.blend and switch the viewport to Material Preview or Rendered (Cycles or Eevee)
Unreal Engine: open TicketBooth.uproject, then the L_ETB_Showcase level
Manual FBX import: in Unreal Engine enable Convert Scene Unit; in 3ds Max untick Smoothing Groups (keeps the custom normals)
Normal maps are OpenGL (Y+); flip the green channel for DirectX programs
DAE keeps base colour maps only - connect roughness, metallic and normal maps by hand; OBJ stores no pivots
Real-world scale: 372 x 310.1 x 278 cm; the door is a separate object with its pivot on the hinge axis
Statistics: 12,499 polygons; 25,304 tris; 13,754 vertices; 5 objects, 4 materials
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