A downloadable asset pack

A free 10-piece sampler from the Low-Poly Repair Shop & Workshop Kit (74 pieces, paid). Vehicles are not included, in the sampler or in the full kit (no cars, vans or motorbikes).

The 10 pieces build one small garage corner on their own: a floor, a block wall and a corner post, an open roller-door wall, a steel bench under a tool wall, a tyre rack with a tyre, an oil drum and a toolbox. It is enough to judge the style, scale and palette before buying the full kit, and the files are byte-identical to the full kit (same names, same palette texture), so you can upgrade later without breaking references. It uses the same 2 m grid, scale, pivots and palette texture as the Shop Interior Kit (sold separately), so the wall, corner post and floor also butt against Shop Kit pieces.

Links:

What is in the sampler (10 meshes)

10 meshes: 4 structure, 3 fixtures, 3 props. By group: building shell (3), vehicle bay (3), bench and tools (3), parts and storage (1).

Structure (4): sealed concrete floor (2 x 2 m), block wall (3.0 m high), corner post, roller-door wall (4.0 m long, door rolled up)
Fixtures (3): steel bench, pegboard tool wall with hung tools, two-tier tyre rack
Props (3): tyre, oil drum, toolbox

Everything is generic and unbranded: no logos, no legible text, tyres are blank, the drum is one body colour plus a neutral band. The corner preview places several copies of the tyre and the toolbox. No vehicle appears in the files or the previews.

Not in the sampler

The other 64 pieces are in the full kit only. Among them: both two-post lifts (arms lowered and raised), the inspection pit, the high-bay band, the engine crane and stand, the drill press, bench grinder, hydraulic press and air compressor, the electronics-repair corner, the reception desk and office walls, the ceilings and roof sheet, the parts shelving and bin rack, the rest of the tyres, drums, jugs and tools, and the safety signs. The full kit also has a glass material and an emissive light material (emissive surfaces only; add real light sources in your engine), used on its windows, strip light, work lamp and magnifier ring; this sampler has one material and no lit pieces.

Technical details

  • Triangles (LOD0): 20 to 1,156 triangles per mesh, 2,908 triangles in total.
  • LOD1: on 1 mesh over 500 triangles, at 50% or less of LOD0: the pegboard with tools (1,156 triangles reduced to 566). LOD1 is in the FBX file only.
  • Colliders: UCX colliders on 10 of 10 meshes (21 hulls), FBX only. The doorway of the roller-door wall stays walkable, and the tyre rack gives each tier its own box.
  • Formats: FBX (LOD0 + LOD1 + UCX), GLB (LOD0, texture embedded), OBJ + MTL (LOD0). One file per mesh per format: 10 FBX files, 10 GLB files, 10 OBJ files (plus 10 MTL).
  • Materials and texture: 1 material. 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).
  • UVs: every face sits on the centre of one palette swatch, so the look is flat colour. This is not a unique unwrap.
  • Flat shading: hard edges, no normal maps.
  • Scale: real-world metres. Grid: 2.0 m (fixtures use 0.5 m multiples; props are free-size). Walls are 2.0 m long and 3.0 m high on a 0.2 m core, the roller-door wall is 4.0 m long with a 3.0 x 2.6 m opening, the bench top is 0.9 m, a tyre is 0.65 m across, and the drum is 0.57 m across and 0.88 m high.
  • Pivots: structure = grid corner at floor level (walls run along +X on the grid line, the floor spans +X/+Y with its top at z = 0); corner post = centred on the grid point; fixtures and props = bottom-centre, fronts facing -Y; the pegboard has its back face at y = 0, so put its pivot on the wall face (y = -0.10 on a 0.2 m wall). The outside of the roller-door wall is -Y. All transforms applied (scale 1, no rotation).
  • Tyre rack: two tiers of rails (tops 0.12 m and 1.00 m). The tyre 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.
  • Download size: about 0.8 MB zip, with 3 preview images included (JPEG).
  • README.txt lists exact sizes, snap heights and the swatch map for these 10 pieces.

Using it with the Shop Interior Kit (sold separately)

Same 2 m grid, scale, pivots and palette texture as the Shop Interior Kit; the full kit's walls were checked against Shop Kit walls and corner posts in one Blender scene. This sampler's copy of T_Shop_Palette.png is the newest superset of the Shop Kits' texture: swatches 0-55 are Vol. 1's, 56-61 were added in Vol. 2, and the Workshop Kit fills swatch 62 (machine_green, the machine paint, which none of these 10 pieces use); swatch 63 stays a spare. If you own the Shop Kits, keep this copy: their pieces look the same with it. Mesh names use SM_Workshop_ against SM_Shop_, so nothing is overwritten.

Import steps (full notes in README.txt)

Unity: copy the FBX folder and Textures into Assets. Create one material from T_Shop_Palette.png, then remap M_Shop_Palette 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.
Godot 4: copy the GLB folder into the project; materials and texture are embedded. Use the Advanced Import Settings physics option for collision (or add your own shapes).
Other tools: the OBJ files and their .mtl reference T_Shop_Palette.png by file name.

Testing

All 30 mesh files (10 FBX, 10 GLB, 10 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 pieces were combined with Shop Interior Kit Vol. 1 pieces in a Blender scene for the full kit. 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.

Other things that are not included

  • Vehicles of any kind, characters, animations or rigs, audio.
  • Scripts or gameplay code.
  • Unity packages, prefabs, Unreal project files or demo scenes.
  • PBR or normal-map textures.
  • .blend source files or the generator scripts.
  • The full kit's pieces shown in the teaser preview captioned "Full Workshop Kit (paid): 74 pieces" and marked "full kit only"; they are in the paid kit.
  • The ground plane, the Blender lights and the grid lines that appear in some previews.

Licence

Free to download, but not public domain and not CC0. Covered by the Ink & Oddity Studio Asset Licence v1.0 (LICENSE.txt is in the pack), the same licence as the full kit.

  • 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.
  • 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. Preview images are Blender (Eevee) renders of the shipped files, lit by Blender lights that do not ship; the teaser preview is made from renders of the full Workshop Kit, whose other pieces are not in this sampler. The 10 pieces are byte-identical copies of pieces from the full Workshop Kit, made the same way.

Download

Download
WorkshopKit_FreeSampler_v1.0.zip 777 kB

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