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Future Slums Abandoned/Post-Apocalyptic District – Dev Community

Future Slums Abandoned/Post-Apocalyptic District – Dev Community

Tsunami 10 September, 2025
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User Rating 1 (1 vote)

Future Slums Abandoned / Post-Apocalyptic District with 195 Unique Meshes. The Leartes & Dekogon Environment Art Challenge Winner Environment (1st Place).

Future Slums Abandoned/Post-Apocalyptic District v2.0 (Latest version)

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Description
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.

For all your promotional requests, technical support needs, suggestions, and refund requests, please create a ticket.

Here you can join Leartes Discord channel for live support, discounts and Custom Outsource Environment Projects.

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Technical details
Features:

Attention to Detail / High Quality
Complete Environment Set
Game ready/Optimized
Texture Sizes: 2048,1024,512

Collision: Yes

LODs: Yes, 3 LODs for complex assets

Number of Meshes: 84 Unique Meshes

Number of Materials and Material Instances: 132

Number of Textures: 129

Texture Map Types: Base Color / Diffuse, Normal, Smoothness / Roughness, Metalic, Opacity

Materials: This asset contains PBR based materials which means each material contains a Base Texture, and a Normal Texture by default and additionally has Smoothness, Ambient Occlusion, Metalic and Opacity Texture Maps according to the material.

Props: Paintings, Bottles, WindowMaps, AC Units, Chairs, Tables, Consoles, Curtains, Doors, Windows, Lamps, Cartoons, Trash Misc., Electric Lines etc. [Resolution 2048x] [Diffuse, Normal, Roughness, Opacity, AO, Metalic]

Architecture: Walls, Ceilings, Roofs [Resolution 2048x] [Diffuse, Normal, Roughness, Opacity, AO, Metalic]

Render Pipeline Disclaimer:

This package is designed for these three render pipelines: HDRP, URP and Built-In pipelines.Materials are created with shadergraphs which supports all pipelines.

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