Overview
Deploy a heavyweight, production-ready mechanical unit into your sci-fi universe. The Modular Sci-Fi Mech v2.0 is an optimized, game-ready character asset tailored perfectly for top-down shooters, sci-fi RPGs, action games, or strategy simulators.
With the version 2.0 overhaul, the model features aggressive, enhanced mechanical forms and structural armor detailing that makes it look incredibly heavy and battle-tested.
4 Production Color Schemes: High-resolution PBR map sets for White, Blue, Orange, and Black variants.
Shader-Ready RGB ID Mask: Take ultimate control over your engine’s material instances. The included custom ID map maps directly to:
Red Channel: Primary armor plates (default blue)
Green Channel: Secondary structural framing (default black)
Blue Channel: Emissive visor/power cores (glowing red) Allows for infinite color combinations inside Unreal Engine, Unity, or Godot without needing to re-export maps from Substance Painter.
Optimization Benchmarks (v1.0 vs v2.0)
See the power of professional optimization. Version 2.0 delivers far cleaner deformations and better runtime performance while offering a more complex visual look:
Metric Version 1.0 (Old) Version 2.0 (Remastered) Performance Gain
Vertices 33,492 29,097
13% Less overhead Faces 32,496 29,211
10% Fewer polygons Tris 64,485 55,286
9,199 fewer tris
Complete, remastered game-ready mesh featuring clean, optimized topology.
Universal Formats: Included as .blend, .ma/.mb (Maya source files), as well as .fbx and .obj files for instant compatibility.
Pre-configured, high-fidelity texture maps for the Default Blue version.
Includes all standard channels: Base Color, Metallic, Roughness, Normal Map, and Emissive Map.
To quickly change the look without reopening texturing software, simply swap out the default blue base color map with any of the included alternatives:
White Base Color Map
Black Base Color Map
Orange Base Color Map
Dedicated RGB ID Map tailored for Unreal Engine, Unity, Godot, or custom shaders.
Allows you to create a dynamic material instance and isolate the primary panels, secondary frame, and glowing emissive accents to change them to any color you want on the fly natively inside your game engine.