A complete, explorable abandoned roadside motel in a clean stylized look.
154 modular pieces
a two-storey L-shaped motel with office, rooms, laundry, drained pool and parking lot
three colour palettes
dusk lighting with working neon
What is it?
A 1960s roadside motel on an old county highway, closed since the night one late guest checked into room 13. Open it and walk through it straight away, or take it apart to build your own motels. Every piece snaps to a 1 m grid on 4 m modules, the same grid as our other horror kits.
Who is it for?
Developers of horror, mystery, exploration, survival, co-op ghost-hunting and escape-room games, and level designers who need a believable motel fast.
What can I build?
Roadside motels, motor inns, budget hotels, apartment walkways, small strip buildings, and the parking lots and pools around them.
What's included
154 assets: 23 walls (room fronts with door, picture window and AC sleeve; plain, damaged and boarded variants; storefront; service walls in painted block), 9 floors, 4 ceilings, 2 stair pieces, 5 trims (incl. a short railing for gaps between walls), 6 door sets with moving leaves (room door: closed, kicked in, chained; bathroom; storefront; service), 32 furniture pieces (beds with soft bedspreads, twin beds, mattress, nightstands, dressers, armchairs, tub, toilet, vanity, office counter and desk, safe, washers and dryers, kitchenette), 6 wall details (drapes, key board, mirror, wall art, breaker panel), 7 lights, 25 props, 3 debris sets, 32 exterior and pool pieces (pole sign, roof canopy, asphalt, parking lines, kerbs, wheel stops, car shell, payphone, dumpster, lamp post, chain-link fence and gate, deck chairs, pool walls, floors, ladder and diving board, dead trees)
Demo level:
L-shaped two-storey motel around its parking lot: a 40 m long wing and a 20 m short wing, 4 × 8 m room bays, exterior walkways on both floors, two steel stairs
25 guest rooms (queen, twin, stripped, trashed and squatter variants), office with counter and key board, manager's flat, laundry, housekeeping store, maintenance room with breaker panel and water heater
Room 13: chained door, the bed still made, a suitcase by the door
A collapsed upper floor in the short wing
Drained pool with deck, ladder, diving board and a chain-link fence with gate
Parking lot with bays, wheel stops and the guest's car, ice and vending alcove, payphone, dumpster, pole sign at the county road, dead trees
Gameplay spaces: lit office as a safe room, hiding spots (bath behind the curtain, laundry, under the stair), chase loops through both walkways and stairs, a one-way drop through the collapsed floor, key board / breaker panel / flashlight / coins props for lock-and-key loops.
Lighting: dusk in Blender: low evening sun, the neon pole sign, one wall lantern still working, the office fluorescents and a few room lamps.
Palettes: Sunset (default), Mint, Dusk. Switch them in Blender, or use the baked texture sets in engines.
Formats
Blender 5.2 (.blend): kit + demo level; one procedural master material with editable colours, wear and grime; light fixtures switch on and off per object; showcase cameras.
FBX, per mesh part: LOD0 (bevelled), LOD1 (lighter) and convex collision (UCX_ naming).
glTF (.glb), per asset: embedded Base Color + ORM textures.
PNG textures, per part: Base Color for each palette, ORM (AO / Roughness / Metallic); 1024 px for architecture and large pieces, 512 px for props.
How optimised is it?
154 assets, 151,534 triangles at LOD0 and 74,974 at LOD1 in total.
Per asset: median 412 triangles (LOD0) / 250 (LOD1); range 12 – 12,236 (LOD0), the largest is the made bed (simulated bedspread).
179 convex collision meshes (UCX_) shipped with the FBX files.
One master material per asset. A separate emissive material only on lights, the neon sign and the TV screen; a separate glass material only where there is glass.
How modular is it?
1 m grid, 4 m modules. Walls 3.5 m high, 0.2 m thick, centred on the grid line. Storey height 3.6 m.
Openings: room door 1.2 × 2.3 m, picture window 1.7 × 1.3 m, through-wall AC sleeve, bathroom door 0.9 × 2.1 m.
Pivots: walls and floors at the corner, props at the bottom centre, ceiling fixtures at the top centre.
Moving parts are separate meshes pivoted on their hinge: door leaves, pool gate leaves, dumpster lids, the dryer door, the medicine-cabinet and breaker-panel doors, the filing drawer.
Pool kit: shallow, deep and slope walls, floors, ladder, diving board, coping.
What makes it different?
A finished, explorable motel, not a box of loose props.
Stylized, readable art direction with no photo textures; soft simulated bedspreads and drapes.
Built for gameplay: safe room, hiding spots, chase loops, a one-way drop, lock-and-key props, convex collisions.
Same grid as our hospital, manor and school kits: combine them in one county.
Supported versions
Blender 5.2+.
FBX and glTF for Unity, Unreal Engine, Godot and other engines. Engine-specific projects (prefabs, material instances) are not included.
How quickly can I use it?
Blender: open the file and render. Drag single assets from the Asset Browser.
Engines: import the FBX folder, then assign the Base Color and ORM textures.
FAQ
Does it work in Unity / Unreal / Godot? Yes, through the FBX (with LODs and collisions) and glTF files, with standard PBR textures. Engine projects with prefabs are not included.
Can I change colours? Blender: edit the palette nodes of the master material, or tint per object. Engines: pick one of the three baked palettes.
Is the demo level included in the engine formats? The level is in the Blender file. Engine users get every piece and can rebuild it with the included level plan as a guide.