Model Assets for Unreal Engine Arch Vis

Job ID: 34294304

Budget: $30 – $250 AUD

We are looking for some help to quickly produce lots of models of equipment for a commercial kitchen visualisation.

We have strict guidelines for model quality, as well as example models to provide you. A kitchen scene is attached to give you an idea of the model assets we require. Some make increase the effort required, others make it easier, all make your work better :)

- No explicit target polycount. Try and match example FBXs relevant to model type. Don't be afraid to go higher poly on curves as we can auto LOD at a distance

- Don't bother doing unique textures. (Aside from screens or labels) Assign and name material indexes for different surface types and we'll apply a tile-able from our library

- Non-unique UV shells (as above) should be scaled to match texel density of provided models. You can use the following Maya Mel script to auto scale selected shells: texSetTexelDensity 1.6 512;

- Labels should be applied using alpha cutout planes (see MGAS taps for example). Similar objects can be packed into atlases, but its not required.

- Unique UVs to be in power of two resolution. It is not required that they are square. Rectangular is fine too. Be efficient.

- Try and set pivots in a way that makes in-engine placement easier - back centre on wall mounted objects, bottom centre on floor placed objects

- No ngons, non manifold geometry, or sharp edges (add bevels to avoid sharp edges),

- Supply mesh in quads, not tris

- filenames to have no spaces, use underscores if necessary

All our tasks have varying levels of source detail, but hopefully you can work through it. I will be here to discuss if needed. Some will have photos with measurements, others will have product sheets with orthographic drawings, and others will have sample CAD from which to work from.
Related categories: Maya 3D Modelling