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Base Meshes

20 Treasure Chest Base Mesh — VOL 13

asset · Base Meshes
shaded · wire
About this pack

Loot has to be legible. A chest is often the one object in a room a player is meant to walk towards, so its silhouette does the signposting — a flat strongbox reads as storage, a domed lid with iron banding reads as reward. VOL 13 gives you twenty of them with the ornament already modelled in: corner brackets, hasps, hinge plates, escutcheons, riveted straps and carved lid panels, rather than twenty boxes waiting for a texture to do the work.

Inside the download

  • 20 treasure chest models as FBX and OBJ
  • Ornament and metalwork modelled rather than implied
  • Clean and editable topology
  • Polygon budgets from 2k to 65k
  • 20 preview renders, one per chest

The 2k end of that range is a genuine background prop — good enough for the corner of a cellar and cheap enough to scatter twenty of. The 65k end is a hero piece, dense enough that hinge pins and mouldings hold up in a close shot or a bake. Having both in one pack means one visual family can carry a whole level without the far chests looking like different furniture from the near ones.

Every lid is modelled as its own island, so rigging one open is a matter of setting a pivot on the hinge line rather than cutting geometry apart first. That makes the set immediately useful for anything interactive: opening animations, containers with something inside them, or a lid left ajar as set dressing.

Beyond loot boxes, this is the fastest way to furnish a hold, an attic, a wagon or a smuggler's cellar. The pack is listed for 3ds Max, Maya, Blender, ZBrush, Houdini, 3D-Coat and Marmoset, and the FBX and OBJ files open in all of them without conversion.

Every purchase includes free lifetime updates and a no-questions-asked 7 day money back guarantee.

Technical specification
Software
3D-Coat, 3ds Max, Blender, Marmoset, Maya, ZBrush, Other, Houdini
Formats
FBX, OBJ
Files
3 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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