Hey all
So, last year I was working on a game called Grindstone, which was a first person stealth action/survival type game set in an Office. Unfortunately the concept was a bit too grand / unusual which made recruitment a bit of a pain - so we've decided to work on a multiplayer survival horror game which we'll be recruiting for in a few weeks (any programmers with network experience...just putting that out there).
It seems a shame to waste some of the art content I made for Grindstone, since when we revisit the project I'd probably want to remake them anyway. None of these have LODs, and some of them are completely the wrong scale (just use the uniform scale on import to fix it) - but hey, maybe you'll find some use for them. Also the selection is random since we had lots of 'greybox' assets which I was slowly replacing in no particular order. Here's a preview of some of them:





These weapon models were all made for third person enemies, so they're missing the articulation (i.e. removable magazines and the like) for first person use. But the texture ones above have the source high/low poly models, so they could be a starting point for a first person model.



I never finished the materials/normals for the vending machines, and obviously the logo for the one on the left was a stand-in and not included - you get the idea though

The material for the main door looks more interesting in dynamic lighting conditions, honest. Also the locks are separate meshes with the same pivot point.



The files are FBX and 3x .jpg's (Albedo / Reflection / Normal). For the reflection map, R = Roughness, G = Metalness, B = Ambient Occlusion (i.e. Quixel dDo UE4 preset). I chose JPG because the TGA's were massive and really, with DXT compression, you're not going to notice the difference. Also most (if not all) were authored with the intention of being scaled down 50%, but I've exported them at 100% just in case you want to modify them in any way. I've also included (where I still have them) the 3DSMax source files with the high/low poly models - although these are probably quite messy. I have more of a "It works for me, so whatever" attitude.
If the normal maps give you any trouble, and I think some might because I exported them wrong like an idiot, just flip the green channel:

These are released under the CC0 1.0 Universal license meaning you can use them however you want with no attribution. Although if you're using them in some kind of finished project it would be cool to let me know where!
GUMROAD LINK
So, last year I was working on a game called Grindstone, which was a first person stealth action/survival type game set in an Office. Unfortunately the concept was a bit too grand / unusual which made recruitment a bit of a pain - so we've decided to work on a multiplayer survival horror game which we'll be recruiting for in a few weeks (any programmers with network experience...just putting that out there).
It seems a shame to waste some of the art content I made for Grindstone, since when we revisit the project I'd probably want to remake them anyway. None of these have LODs, and some of them are completely the wrong scale (just use the uniform scale on import to fix it) - but hey, maybe you'll find some use for them. Also the selection is random since we had lots of 'greybox' assets which I was slowly replacing in no particular order. Here's a preview of some of them:
These weapon models were all made for third person enemies, so they're missing the articulation (i.e. removable magazines and the like) for first person use. But the texture ones above have the source high/low poly models, so they could be a starting point for a first person model.
I never finished the materials/normals for the vending machines, and obviously the logo for the one on the left was a stand-in and not included - you get the idea though
The material for the main door looks more interesting in dynamic lighting conditions, honest. Also the locks are separate meshes with the same pivot point.
The files are FBX and 3x .jpg's (Albedo / Reflection / Normal). For the reflection map, R = Roughness, G = Metalness, B = Ambient Occlusion (i.e. Quixel dDo UE4 preset). I chose JPG because the TGA's were massive and really, with DXT compression, you're not going to notice the difference. Also most (if not all) were authored with the intention of being scaled down 50%, but I've exported them at 100% just in case you want to modify them in any way. I've also included (where I still have them) the 3DSMax source files with the high/low poly models - although these are probably quite messy. I have more of a "It works for me, so whatever" attitude.
If the normal maps give you any trouble, and I think some might because I exported them wrong like an idiot, just flip the green channel:
These are released under the CC0 1.0 Universal license meaning you can use them however you want with no attribution. Although if you're using them in some kind of finished project it would be cool to let me know where!
GUMROAD LINK
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