Source Files Documentation

Getting Started


The source files are meant for users who want to alternate any of the source models and textures. These files can also be exported for other engines other than Unity and Unreal. We have provided both FBX and OBJ files to support a wide range of 3D programs.

Back To Top

File Structure


  • Comes in FBX(2013) and OBJ formats.


  • We will usually provide maya scenes which contain most(if not all) the props. This is used for us to export fbx + objs from. We recommend using the individual fbx/obj files.


  • Textures will use a PBR(metallic)
  • Textures come in tga format
  • Roughness maps will be built to Unity(white is shiniest, dark is roughest)
  • Normal maps will be Y+(how Unity handles them. Not UE4)

Back To Top

Setting Paths

In some cases, you may want to drag the files to another location such as your own project. This may break the link from the model and texture causing the object to reference a wrong path. Below are two helpful tutorials on how to set user paths in Autodesk Maya and Autodesk 3DS Max.


Autodesk Maya

Make sure to set the project to the Root folder of the purchased product


Follow the instructions:

  1. Select File > Set Project.
  2. The Set project window appears.
  3. In the Set project window, browse to the location of the project you want to open.
  4. Click Set.
  5. If the directory you want to set as the current location does not already include a workspace.mel project definition file, Maya asks you to choose a different directory or create a project definition file for the specified directory.
  6. Do one of the following:
    • Click Select another location, and then browse to a directory that contains a project definition file.
    • Click Create default workspace to create a workspace.mel project definition file in the specified directory.
    • Creating a project definition file in this manner does not automatically create project locations such as primary and secondary project locations. This means that the set project is more of a project placeholder than a proper Maya project. It is strongly recommended that you open the project in the Project Window, by selecting File > Project Window, review the settings, and accept them. See Create a new project.

Untitled-3 copy

Autodesk 3DS Max

Set the path to where the TEXTURE FOLDER is located


Follow the instructions below:


Go to Standard menu: Customize menu > Configure User Paths > Configure User Paths dialog > External Files panel

Untitled-4 copy

Click Add on the right hand side panel


Locate the texture folder within the purchased product folder

Back To Top

General Information

Tech Art

The packages are bare bones assets. But you can find the specific documentation for the pack you are buying on our main support page. Both the UE4 and Unity5 documentations can be found there(if applicable).
Note: There may be some in engine specific tech art that does not transfer to the raw files. This may cause some files to have unknown set ups, something like a 2nd UV set. You can refer to the documentation page, or even install the free copies of UE4 + Unity 5 engines and open our packs from there since you now own them all!

Back To Top



How do I get my new assets into UE4 or Unity5?

In UE4, you create a new folder in your project(name it whatever you like). Right click on that folder in your Content Browser. Click Migrate. Migrate your assets over hassle free.

In Unity, go under Assets>ImportPackage>Custom, and find the package we provided. It may take a few minutes depending on the size.


I hate your naming, how can I quickly change this?

There are free tools like BulkRename that are very handy when dealing with an abundance of new assets.


Where are the collisions?

I am afraid to say that in some cases, assets like collisions or even terrains were custom built in Unity and UE4.


Back To Top