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Base Meshes

692 Base Mesh Bundle

asset · Base Meshes
shaded · wire
About this pack

This is the whole base-mesh library in one purchase: twenty-six volumes, VOL 01 through VOL 26, whose counts add up to exactly 692 models. Bought a volume at a time the collection runs to many times this price, which is the point of the bundle — an artist who works across weapons, armour, headgear and props gets the reference library rather than the single volume the current job happened to need.

  • Weapons, VOL 02 to VOL 06: 50 maces, 50 shields, 50 axes, 50 swords and 50 daggers
  • Headgear, VOL 01, 07, 09, 10, 23, 25 and 26: 50 warrior helmets, 25 helmets, 25 gas masks, 25 military helmets, 15 feather dress helmets, 10 pilot helmets and 15 sci-fi helmets
  • Body and clothing, VOL 14 to VOL 21 and VOL 24: warrior, leather, foot and hand armour, 14 leather boots, 25 military hats, 25 hats and 15 cloaks
  • Props and gear, VOL 08, 11, 12, 13 and 22: 25 briefcases and bags, 32 VR glasses and headsets, 20 scarves, 20 treasure chests and 15 ruffles

What every volume shares

  • Models delivered as FBX and OBJ
  • Clean, optimised topology built for editing rather than for viewing
  • UV channels 1 and 2 laid out on every mesh
  • Low-resolution geometry that stays responsive with a hundred objects in a scene
  • Ready for baking — normal, ambient occlusion and the rest project without repair work
  • Marvelous Designer project files where the volume is cloth
  • A preview render for each model

The second UV channel is the detail that saves the most time in practice. Channel 1 is the texturing layout and channel 2 is clear for a lightmap, so an environment full of these can be lit in Unreal or Unity without an artist unwrapping several hundred objects a second time.

Used as intended, the bundle is a kitbash source. A visor from a sci-fi helmet, a buckle off a boot, an ornament from a treasure chest: at this scale the value sits in the parts as much as in the finished pieces.

Technical specification
Files
26 files included
About Base Meshes

A base mesh exists to delete the boring part of the job. Everything in this aisle is at real-world scale with quad-dominant topology, sensible edge flow and no ngons where they would cause shading errors — ready to sculpt over, kitbash from, or take straight to UVs.

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