A downloadable asset pack

Buy Now$12.99 USD or more

A modular low-poly garage and repair-workshop kit: 74 pieces on a 2 m grid. Vehicles are not included (no cars, vans or motorbikes; bring your own).

For indie developers making mechanic, garage, tyre-shop or small-device repair games, or cozy fix-it sims, who want to lay out their own workshop instead of modelling it: walls, roller doors, a high-bay band, an inspection pit, a two-post lift, benches, tool walls, machines, parts storage, tyres, drums, an electronics-repair corner and a front desk. It stands alone, with its own walls, floors, doors, ceilings and roof, and it mixes with the Shop Interior Kit (same 2 m grid and palette texture, sold separately), so a service counter or a repair bay can sit next to a shop.

Links:

What is in the pack (74 meshes)

74 meshes: 24 structure, 23 fixtures, 27 props. By group, counted by the files that belong to each:

Building shell (17)

  • Walls: block wall, low wall (1.2 m), strip-window wall, doorway wall and a corner post, plus the high-bay band: a wall, a window wall and a corner post, each 1.0 m high.
  • Doors and columns: a steel door leaf with a vision panel; steel I-columns at 3.0 m and 4.0 m.
  • Floors: sealed concrete, oil-stained concrete, checker tile.
  • Ceilings and roof: ceiling panel, ceiling with a strip light, corrugated roof sheet.

Vehicle bay (18)

  • Structure: three roller-door walls (door rolled up, half down, closed), an inspection-pit floor with steps, a floor with a yellow bay line.
  • Fixtures: a two-post lift (arms lowered and arms raised, no vehicle), tyre rack, engine crane, engine stand.
  • Props: tyre, tyre stack, wheel on a plain steel rim, trolley jack, axle stand, creeper, generic inline-four engine block, battery.

Bench and tools (18)

  • Fixtures: steel bench, timber bench with drawers, pegboard with tools, empty pegboard with hook rows, rolling tool chest, tall tool cabinet, pillar drill, bench grinder, H-frame press, air compressor, rolling stool, tripod work light, hose reel.
  • Props: toolbox (closed), toolbox (open, with tools), spanner, hammer, cordless drill.

Parts and storage (9)

  • Fixtures: boltless parts shelving with 5 decks, louvre bin rack.
  • Props: oil drum, drum with a hand pump, 5 L oil jug, jerry can, a row of jugs and a row of parts boxes (one mesh each, sized for the shelving), a stack of parts boxes.

Electronics-repair corner (4)

  • Fixture: electronics bench with an ESD mat, soldering station, dark monitor, 12-drawer parts cabinet and a magnifier lamp.
  • Props: tabletop radio, phone, circuit board.

Front desk and office (4)

  • Structure: glazed office partition, wall with a parts-collection hatch.
  • Fixtures: reception desk, key cabinet.

Safety and signs (4)

  • Props: wall-mounted extinguisher, traffic cone, warning sign, projecting service sign (our own pictograms, no text).

Stock and tools are unbranded: drums, jugs and cans are one body colour plus a neutral band, tyres are blank with plain steel rims, the tool chest and cabinets have plain drawer bands, power tools use a generic coral and grey colour scheme, devices are generic with no markings, and nothing carries text or a logo. No vehicle appears in the files or the previews.

Lighting: emissive surfaces only; add real light sources in your engine. The strip light, the work lamp and the magnifier-lamp ring use the M_Shop_Light material, which is set to glow in the files but does not light the scene by itself. No light objects, light probes or lightmaps ship. The previews are lit by Blender lights added for the renders (no lights ship).

Technical details

  • Triangles (LOD0): 12 to 1,200 triangles per mesh, 23,542 triangles in total.
  • LOD1: on 11 meshes over 500 triangles, each at 50% or less of LOD0: Lift_TwoPost_01, Lift_TwoPost_Raised_01, Stand_Engine_01, Pegboard_Tools_01, Reel_Hose_01, Rack_Bins_01, Workbench_Electronics_01, Cabinet_Key_01, Tyre_Stack_01, Drum_Pump_01 and Product_Row_OilCans_01. LOD1 is in the FBX files only.
  • Colliders: UCX colliders on 63 of 74 meshes (134 hulls), FBX only. Doorways, the open roller door and the hatch stay walkable; the closed roller door blocks its opening and the half-open one collides on its curtain only. The pit collides as a walkable ring, walls, steps and floor, so a player can walk down into it. The lifts collide on their columns and floor plates, not on the arms. Shelving and racks give each deck or tier its own box. No collider on the hose reel, bin rack, key cabinet, spanner, hammer, cordless drill, phone, circuit board, extinguisher and the two signs.
  • Formats: FBX (LOD0 + LOD1 + UCX), GLB (LOD0, texture embedded), OBJ + MTL (LOD0). One file per mesh per format: 74 FBX files, 74 GLB files, 74 OBJ files (plus 74 MTL).
  • Materials and texture: 3 materials. M_Shop_Palette is opaque and uses one 256 x 256 px palette texture (T_Shop_Palette.png, 8 x 8 swatches of 32 px). M_Shop_Glass is alpha-blended colour only, used on Wall_Block_Window_01, Wall_Block_Upper_Window_01, Wall_Office_Glazed_01 and the vision panel of Door_Steel_01. M_Shop_Light is warm-white emissive (RGB 1.00, 0.92, 0.78, strength 3), colour only with no texture, and is used only on the strip-light diffusers of Ceiling_Light_Strip_01, the face of Lamp_Work_01 and the magnifier ring of Workbench_Electronics_01. The emission is written into all three formats (GLB: emissiveFactor plus KHR_materials_emissive_strength; FBX: emissive colour; OBJ: Ke in the MTL) and was confirmed after re-import into Blender. If your engine's importer drops it, set M_Shop_Light to an emissive warm-white material.
  • Lighting: emissive surfaces only; add real light sources in your engine. No light objects ship in the files.
  • UVs: every face sits on the centre of one palette swatch, so the look is flat colour. This is not a unique unwrap, so it is not meant for texture painting or baked lightmaps.
  • Flat shading: hard edges, no normal maps.
  • Scale: real-world metres. Wall pieces are 2.0 m long and 3.0 m high on a 0.2 m core. Roller-door walls are 4.0 m long (two grid cells) with a 3.0 x 2.6 m opening and the roller box inside at 2.6 to 3.0 m. The personnel doorway is 1.0 x 2.1 m. Bench tops are 0.9 m, shelving and the tall tool cabinet are 2.0 m, a tyre is 0.65 m across, the lift columns are 2.8 m, and the inspection pit is 0.8 x 3.6 m and 1.4 m deep with four steps.
  • High bay: the 1.0 m high Wall_Block_Upper_01, Wall_Block_Upper_Window_01 and Wall_Block_Corner_Upper_01 pieces stack at z = 3.0 m on any 3.0 m wall (block, roller-door or Shop Kit) to make a 4.0 m bay. The lift pad tops are at 0.1 m lowered and 1.8 m raised, so a raised vehicle on the two-post lift needs a 4.0 m bay. Pillar_Steel_Tall_01 is the 4.0 m column.
  • Grid: 2.0 m, the Shop Kit's grid. Structure footprints are multiples of 2 m (the pit floor and roller-door walls are 4 m; the door leaf and the posts and columns are free-size); fixtures use 0.5 m multiples, with a few free-size exceptions (the engine stand, engine crane and rolling tool chest); props are free-size.
  • Pivots: structure = grid corner at floor level (walls run along +X on the grid line, floors span +X/+Y with the top at z = 0); corner posts and columns = centred on the grid point; door leaf = hinge edge at floor; fixtures and props = bottom-centre, fronts facing -Y; wall-mounted pieces (pegboards, bin rack, hose reel, key cabinet, extinguisher, signs) have their back face at y = 0 and the pivot at their lowest point, so put the pivot on the wall face (y = -0.10 on a 0.2 m wall). The outside of the roller-door walls is -Y. All transforms applied (scale 1, no rotation).
  • Snap heights (tyre-rack rails, shelving decks, pegboard hooks, the hatch shelf, pit steps, lift pads, ceiling and roof placement) are listed in README.txt, generated from the build data.
  • Naming: SM_Workshop_<Family>_<Variant>_<nn>, LOD1 = <name>_LOD1, colliders = UCX_<name>_<nn>. The Shop Interior Kit uses SM_Shop_, so both can unzip into one folder with no name clashes.
  • Download size: about 4.1 MB zip, with 12 preview images included (JPEG).

Using it with the Shop Interior Kit (sold separately)

Same 2 m grid, scale, pivots and palette texture as the Shop Interior Kit; checked by combining pieces of both in one Blender scene (the preview captioned "sold separately"). Workshop walls butt against Shop Kit walls and corner posts with no gaps, and the high-bay band stacks on Shop Kit 3.0 m walls.

The Workshop Kit, Shop Kit Vol. 1 and Shop Kit Vol. 2 share one texture file name and one set of material names (T_Shop_Palette.png, M_Shop_Palette, M_Shop_Glass, M_Shop_Light), so a mixed scene stays one draw call per material. This pack's copy of the texture is the newest superset: swatches 0-55 are Vol. 1's, 56-61 were added in Vol. 2, and the Workshop Kit fills one more, swatch 62 (machine_green, the paint of the drill press, bench grinder and press); swatch 63 stays a spare. If you own the Shop Kits too, keep this copy: their pieces look the same with it (checked by rendering Vol. 1's overview and four Vol. 2 preview scenes with both textures: pixel-identical, and no Shop Kit face samples swatch 62 or 63). If an older copy overwrites it, the three machines turn grey.

Placement notes worth knowing:

  • Door_Steel_01 goes into Wall_Block_Door_01 at local (0.51, 0, 0); rotate about Z to open.
  • Rack_Tyre_01 has two tiers of rails (tops 0.12 m and 1.00 m). Tyre_01 stands on edge across the rails: rotate it 90 deg about Z and set its pivot z = 0.098 m (lower tier) or 0.978 m (upper tier), 8 per tier, 0.24 m apart.
  • Ceiling_Panel_01 and Ceiling_Light_Strip_01 have their geometry at z 3.00 to 3.04 m above a floor-level pivot: pivot z = 0 under a 3.0 m wall top, pivot z = 1.0 in a 4.0 m bay. Roof_Corrugated_01 sits on 3.0 m wall tops with its underside at 3.04 m, clear of the ceiling panels (in a 4.0 m bay set pivot z = 1.0).
  • Shelving_Parts_01 has five decks (tops 0.15, 0.60, 1.05, 1.50 and 1.95 m). Product_Row_OilCans_01 and Product_Row_PartsBoxes_01 are 0.5 m rows made for them: four per deck at x = -0.75, -0.25, 0.25, 0.75. They also sit on the Shop Kit's gondola decks (see the captioned preview).
  • Lift_TwoPost_01 and Lift_TwoPost_Raised_01 are the same lift with the arms lowered or raised; they are vehicle-agnostic and no vehicle is included.

Import steps (full notes in README.txt)

Unity: copy the FBX folder and Textures into Assets. Create one material from T_Shop_Palette.png, one transparent material for the glass and one emissive warm-white material for the lights, then remap M_Shop_Palette, M_Shop_Glass and M_Shop_Light in the model importer. UCX_ objects import as child meshes: delete them or give them a convex MeshCollider and disable their renderer. For LOD1, add a LOD Group.
Unreal Engine 5: import the FBX files with Combine Meshes off; UCX_ objects bind as collision to the mesh with the matching name. Import the palette texture and build one material, a translucent glass material and an emissive material for M_Shop_Light.
Godot 4: copy the GLB folder into the project; materials, texture and emission settings are embedded. Use the Advanced Import Settings physics option for collision (or add your own shapes).
Lights (all engines): the strip light, work lamp and magnifier ring are emissive surfaces only. If your importer drops the emission, set M_Shop_Light to an emissive warm-white material, and add real light sources in your engine (point or spot lights at the fittings), plus bloom if you want a glow.
Other tools: the OBJ files and their .mtl reference T_Shop_Palette.png by file name.

Testing

All 222 mesh files (74 FBX, 74 GLB, 74 OBJ) were re-imported into Blender 3.4 and checked for size, objects, material binding and the palette texture, with no problems found, and the M_Shop_Light emission was confirmed after re-import in all three formats on the three lit pieces. The pieces were combined with Shop Interior Kit Vol. 1 in a Blender scene, and the palette was checked against both Shop Kits (see above). The files are built for Unity, Unreal Engine and Godot and import steps for each are included. They have not been test-imported into those engines, so allow for the usual material remap on first import.

Not included

  • Vehicles of any kind: no cars, vans, motorbikes or other vehicles (the lift and the engine block, tyres, wheel and battery are the only vehicle-related pieces).
  • Characters, animations or rigs (doors, roller doors and lift arms are static meshes), audio.
  • Scripts, mechanic or customer AI, or gameplay code.
  • Unity packages, prefabs, Unreal project files or demo scenes.
  • PBR or normal-map textures (the pack is one flat-colour palette).
  • .blend source files or the generator scripts.
  • Real light sources: no lights, light probes, lightmaps or bloom settings ship; the lit pieces are emissive surfaces only.
  • The Shop Kit pieces in the captioned preview (a service counter, a gondola, a register, floor tiles and plain walls and corner post from Shop Interior Kit Vol. 1): these are in Vol. 1, sold separately.
  • The ground plane, the Blender lights and the grid lines that appear in some previews.

Licence

Sold under the Ink & Oddity Studio Asset Licence v1.0 (LICENSE.txt is in the pack).

  • You may use, modify and combine the assets in any number of your own projects (games, apps, films, renders, prototypes), commercial or not, with no royalties and no time limit. Credit is appreciated, not required.
  • One purchase covers you, or one team working on the same projects.
  • You may not resell, share, sublicense or redistribute the assets, modified or not, on their own or inside another asset pack, template, kit or library (including asset stores, 3D-model sites and AI training datasets), and you may not ship them in a form that lets players extract and reuse them as stand-alone assets.

How this was made

Geometry, UVs, palette texture and previews were generated by procedural Blender Python scripts written with an AI coding assistant (Claude). No AI image or 3D generation models were used. No scans, stock models or third-party textures are included. The strip light, work lamp and magnifier ring are emissive materials only; add real light sources in your engine. Preview images are Blender (Eevee) renders of the shipped files, lit by Blender lights that do not ship; the preview captioned "sold separately" also shows Shop Interior Kit Vol. 1 pieces, which are not in this pack.

Purchase

Buy Now$12.99 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $12.99 USD. You will get access to the following files:

WorkshopKit_v1.0.zip 4.1 MB

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