Note: This pack requires the HDRI Backdrop plugin to be enabled in your project for the scene to render and display as shown.
A professional mixing and mastering control room, built from the ground up with real acoustic design principles and a warm wood aesthetic inspired by classic American analog consoles. The modular console features industry-standard 500-format expansion bays, paired with a full QRD-style diffusion system — all broken down into reusable pieces, not just a closed scene. Cables are spline-based for easy repositioning. A distinct companion build to the Control Room 1 pack, with its own console, materials, layout and architecture — not a reskin.
“This Control Room will also be included as part of the larger Mansion Audio Production pack, coming in an update this December (2026).”
HDRI courtesy of Poly Haven
Control room designed with acoustically-informed proportions and listening position.
Built specifically for mixing and mastering workflows — not a live or vocal recording room/booth
Compact-format modular console with industry-standard 500-format expansion bays
Radial QRD diffusion system across walls and ceiling for early-reflection control without losing high-frequency brightness
Beveled ceiling transition plus a central absorption panel over the console, breaking up flutter echo at the source
Expansion racks included both empty (for customizing) and pre-built via Blueprints (plug-and-play)
Spline-based cables, flexible repositioning instead of fixed geometry
Console and rack pieces fully separated, so you can recompose and reuse them in your own projects
A fully distinct build from the Control Room 1 pack: different console, different materials, different room architecture
Warm accent lighting and a distinct color palette separating the working zone from the lounge area
Suited for both still renders and real-time walkthroughs — great fit for studio archviz, audio brand visuals, or any project needing a believable, well-resolved control room.
Designed primarily as an interior space, but includes finished exterior wall geometry for flexible camera placement and composition.
Built-in grunge/weathering system via mask-driven material parameters (color + roughness) — toggle between clean and aged looks with zero texture memory overhead
Optimization: Built and optimized for real-time game engine performance — not just a pretty still render. Careful attention to poly count, a minimal material/shader count by design, and automatic or manual mipmap control across all materials, all aligned with current game industry standards.
Visit my other packs: Mixing Control Room Vol 1 , Studio audio production, Mansion Audio production, Audio Rack Equipment, Home Study Instruments
Info and questions: studiodevis3d@gmail.com