Future Slums Abandoned / Post-Apocalyptic District with 195 Unique Meshes. The Leartes & Dekogon Environment Art Challenge Winner Environment ( 1st Place ).Now you can get this pack and examine how it is made , you can use all the Models including in the pack for you Game Environments and Virtual Productions. Showcase Video Lighting Update Video Project is done …
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Ancient Cathedral Environment ( Ancient Cathedral Ancient Dungeon Cathedral 3D )
Ancient Cathedral Environment with 141 Unique Meshes. Including all showcased assets, high-quality assets. With a good level of detail and optimized for Game Ready Projects. Environment made by talented Artist “Mike Kurabi” Showcase Video Third Person Walkthrough Video Includes Showcased Preassembled Scene If you want to populate your game environments or any kind of Virtual Production levels here is the …
Read More »Abandoned Swimming Pool Environment ( Abandoned Building Pool Apocalyptic Swim )
Abandoned Swimming Pool Environment with 146 Unique Meshes.Including all showcased assets, high-quality assets. With a good level of detail and optimized for Gameready Projects. Concept Arts / Creative Direction by Leartes Team. Environment made by talented Artist Horia Mocanu. If you want to populate your game environments or any kind of Virtual Production levels here is the pack that you …
Read More »Abandoned / Post – Apocalyptic Hospital Environment ( Abandoned Hospital Old )
Abandoned Hospital Environment with 105 Unique Meshes. Including all showcased assets, high-quality assets. With a good level of detail and optimized for Gameready Projects. Concept Art made by ‘Sebastien Fauvergue’, Creative Direction by Leartes Team, Environment made by talented Artist ‘Shakhzaman Kasteyev‘ Showcase Video If you want to populate your game environments or any kind of Virtual Production levels here …
Read More »1950s NYC Environment Megapack ( 1950s 50s nycs NYCity Environment Packs Urban )
Here is our 7 months of hardworking as Leartes Team , 1950s NYC Environment Megapack with over 1150 Unique Meshes , a lot of BluePrints for easy use , Merged Building Parts for less Drawcalls in scene , we did our best for optimization since the Project is huge and there are a lot of Assets. We have created renders …
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