Locker
A rusted steel locker for horror scenes. Simple silhouette, texture does the storytelling.
Every piece is the real model, already turning. Drag one to look from any side, or open its breakdown for the wireframe and each texture map.
A rusted steel locker for horror scenes. Simple silhouette, texture does the storytelling.
Chest that bites back. Same base as the treasure chest, rebuilt with a mouth.
Banded loot chest with a cast iron lock plate. Dungeon set piece.
Banded wooden barrel — the workhorse prop of every level.
Painted steel drum with checker markings and welded seams.
Wooden hand cart built for an old-west street scene.
Bleached wooden pallet. Cheapest way to fill a warehouse floor.
A sci-fi control console. Hard-surface practice — every panel line lives in the texture.
Crate for sci-fi interiors. Emissive strips keep it readable in a dark corridor.
Twelve triangles. Corrugation, rust and stencils are all texture work.
Stackable ammo crate. Stencil decals and worn metal at 566 triangles.
Weathered timber bridge section, built to tile end to end across a level.
Blacksmith hammer prop — heavy head, worn handle wrap, cheap to place.
Starter-tier sword, cut from a 41k sculpt down to 8k without losing the silhouette.
Brass charging station. High-poly sculpt was 134k tris; game version reads the same at 16k.