Industrial Techno Night Club
Rigging: No Animation count: 0 Animation type list: None ... Most of the lights also have shadow casting off for performance reasons. Enable only the ones you deem necessary.
by Nimikko
Price History +
Number of textures: 594
Texture dimensions: 2048x2048 (435), 1024x1024 (87), 512x512 (31), 4096x4096 (15), plus a few 256 to 4096x1024 maps and tiny solid-colour helper maps
Polygon count of Go-Go Cage (round): 16,048 tris
Polygon count of Hanging Cage: 28,860 tris
Polygon count of LED Column 6 m: 26,844 tris
Polygon count of Bar Chair (tall): 1,226 tris
Minimum polygon count: 2 tris (paving slab)
Maximum polygon count: 42,034 tris (coat rail, full)
Number of meshes/prefabs: 594 meshes / 837 prefabs (594 base prefabs + 243 LED colour variants)
Rigging: No
Animation count: 0
Animation type list: None
UV mapping: Yes (UV0 tiling/texture UVs, UV1 non-overlapping lightmap UVs)
LOD information (count, number of levels): 594 meshes with 4 levels each (LOD0-LOD3, about 100% / 65% / 31% / 19% of LOD0 triangles), LOD Groups set up on every prefab
Types of materials and texture maps (e.g., PBR): 227 PBR metallic materials (URP 15, custom Shader Graphs: layered environment with world-space grunge/dirt, prop, glass, emissive LED). Maps: Albedo, Normal (OpenGL), Mask Map (R metallic, G ambient occlusion, A smoothness), Emission, Opacity, Grunge mask
Step into to the world of nightlife in this massive 4 story night club complex, converted from an old factory to a club, where everyone's nighttime fantasies can be made true.
The environment includes multiple separate clubs, bar areas, employee areas as well as toilets and outdoor bars without forgetting the dark rooms.
In total there are 4 distinct club areas, 14 bar areas, 6 DJ areas, 11 restrooms, rooftop bar, outdoor bar made out of containers, entrance, various employee only areas and various hallways. In total there are 185 club assets and 255 building related assets. All building assets are modular so it's easy for you to extend the club or make a completely new one.
When publishing a game, it's adviced to bake the asset with multiple materials for better performance less draw calls. The asset is provided without baking for smaller file size. Most of the lights also have shadow casting off for performance reasons. Enable only the ones you deem necessary.