Website powered by

U1 Admissions Unit (Full Interior & Exterior, Game-Ready)

This product was born from a real need: to import a scene into my project that offers the highest visual quality with the lowest performance cost, while remaining functional and coherent.

The model is fully traversable from the outside and inside, just like any real-life building.

The idea behind this product is to offer a solution for: 1) those who need the structure and essential elements to create a scene, 2) a product that provides well-developed interior and exterior spaces, 3) the lowest possible performance cost, 4) sufficient creative freedom to adapt it to various narratives, and 5) a practically pre-assembled setup, saving development time by eliminating the need to build or overthink how to arrange every piece.

Developed in Eevee, designed for integration into Unity, and fully compatible with Cycles and Unreal Engine. Includes three interchangeable 2K texture atlases and a series of functional assets. Additionally, it features our Glass for Eevee material, which allows you to see glass over glass and objects behind it*.

— Works great for both first-person and third-person perspectives, as well as top-down and orthographic views.

Formats & Compatibility: .blend / .fbx / .obj / .usdc / .glb | Eevee, Cycles, Unity and Unreal Engine!
Download Link --> https://artstn.co/m/kl7Kg

Full Showcase (Blender & Unity Workflow)

Designed as a medical ward (Admissions Unit) with a central nursing station that allows for constant visual monitoring of patients, it can also function as a psychiatric clinic, a private or military research laboratory, and can even house zombies!

Designed as a medical ward (Admissions Unit) with a central nursing station that allows for constant visual monitoring of patients, it can also function as a psychiatric clinic, a private or military research laboratory, and can even house zombies!

It's plug and play: everything is organized and meticulously handled, including pivots, measurements, and scales. My goal is to offer you a solution: simply drag the model and start using it.

It's plug and play: everything is organized and meticulously handled, including pivots, measurements, and scales. My goal is to offer you a solution: simply drag the model and start using it.

With a low polygon count and a single texture map for nearly everything, it allows you to add an entire scene with its essential assets at a minimal performance and draw call cost.

With a low polygon count and a single texture map for nearly everything, it allows you to add an entire scene with its essential assets at a minimal performance and draw call cost.

Aesthetically, in general terms, it strikes a balance between low poly and realism, keeping the shapes, details, and visuals as neutral as possible to enable the implementation of this model in the widest possible range of themes and projects.

Aesthetically, in general terms, it strikes a balance between low poly and realism, keeping the shapes, details, and visuals as neutral as possible to enable the implementation of this model in the widest possible range of themes and projects.

Exterior: a neutral facade with an institutional appearance, bordered by a concrete sidewalk and a series of external lights that visually frame the structure. The side entrances connect to a general corridor. The front one to the first room...

Exterior: a neutral facade with an institutional appearance, bordered by a concrete sidewalk and a series of external lights that visually frame the structure. The side entrances connect to a general corridor. The front one to the first room...

...From this room, there is a double door that connects to the central corridor.

...From this room, there is a double door that connects to the central corridor.

This corridor runs across the width of the building and connects to all the rooms in the structure.

This corridor runs across the width of the building and connects to all the rooms in the structure.

To the right, there is a series of doors leading to 3 private consulting rooms, which can also be used as offices or meeting rooms.

To the right, there is a series of doors leading to 3 private consulting rooms, which can also be used as offices or meeting rooms.

At the end of this corridor, two service bathrooms for staff and the public with lockers to hide items or add some game puzzles to get some key or note.

At the end of this corridor, two service bathrooms for staff and the public with lockers to hide items or add some game puzzles to get some key or note.

To the left, there are two containment doors with a security latch to be locked from the corridor, which are slightly wider and heavier than the rest of the doors and seal off two containment rooms.

To the left, there are two containment doors with a security latch to be locked from the corridor, which are slightly wider and heavier than the rest of the doors and seal off two containment rooms.

And between these two is the central area that serves as the thematic core

And between these two is the central area that serves as the thematic core

I added a rim to the roof, a cornice that serves both to give more character to the facade and to be used in some part of the gameplay: security personnel, surveillance, snipers, rooftop escapes, or even a landing zone for a helicopter.

I added a rim to the roof, a cornice that serves both to give more character to the facade and to be used in some part of the gameplay: security personnel, surveillance, snipers, rooftop escapes, or even a landing zone for a helicopter.

I'll give you some more renders, from different points of view. Thank you for your attention :) Hope you like it, and have a nice day!

I'll give you some more renders, from different points of view. Thank you for your attention :) Hope you like it, and have a nice day!