Kitchen C - High End Apartment

Model is separated by materials or by accessory, example - cabinets are one mesh, the vase/plant is one mesh.
Optimized for large interior/exterior scenes. Models & Textures are to be viewed from mid to far distance (closest distance as per render).
Real world units and has accurate measurements so that 3D people can be placed on chairs and relative items to human heights and sizes.
Geometry subdivisions where needed to allow for smooth edges without additional geometry where not required.
Textures are optimized per geometry size - larger objects with higher resolution smaller objects with lower resolution maximizing viewport stability and ram usage when rendering large scenes.
All textures are tiled and seamless.
UV's unwrapped or procedural where required to ensure correct direction and repeating for textures.
Materials are all in one Multi-Sub Object and labeled so the user can easily distinguish each item. Diffuse textures are re-used in some most cases for Glossiness & Bumps with a color correction / output node for adjusting intensity or value - this allows for quick editing by the user and less textures to load into memory. Designed to emulate a PBR setup however are not game-ready materials.

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