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Base Meshes

25 Briefcase and Bag Base Mesh — VOL 08 ( Game Ready )

asset · Base Meshes
shaded · wire
About this pack

Contemporary scenes fail on small things, and luggage is one of them: an office, a station platform, a safe house or a getaway car all need bags, and they need bags that differ from one another. This volume is twenty-five briefcase and bag base meshes — hard cases and soft cases, document folios, satchels, duffels, backpacks and holdalls — with handles, straps, buckles and clasps modelled in as geometry rather than implied by a texture.

What is included

  • 25 briefcase and bag meshes, one design to a file
  • FBX and OBJ archives of the whole set
  • UV channels 1 and 2 unwrapped on every model
  • All models under 16k triangles
  • Three archives: FBX, OBJ and a preview set

The triangle budget is higher than on the weapon volumes in this series, for a good reason. Soft-sided bags need enough loops to hold a believable slump, and stitched seams and strap junctions read as silhouette rather than as surface, so cutting them back would cost exactly the shapes that make the pack useful. Sixteen thousand triangles is still comfortably inside a prop budget for a modern real-time scene.

From here the route is either straight into a level as set dressing, or through a sculpt: subdivide, push the leather creases and the wear at the corners, and bake down through the second UV channel onto the source mesh. The forms are neutral enough to take any material treatment — cracked leather, ballistic nylon, aluminium flight case — which is what makes twenty-five of them worth more than twenty-five finished props would be. Modelled in 3ds Max, Cinema 4D, Maya, Substance Painter and ZBrush.

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Technical specification
Software
3ds Max, Cinema 4D, Maya, Substance Painter, ZBrush
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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