A versatile, game‑ready industrial control panel featuring separate instruments, emissive displays, and a removable power‑selector lever for interactive gameplay.This asset is a fully textured, game‑ready industrial electrical control panel, modeled from scratch in Blender and textured in Substance Painter. Its design intentionally mixes components from multiple eras, creating an authentic sense of retrofit, field repairs, and long‑term service life. Every instrument, meter, and control panel is a separate mesh, giving you full freedom to reposition, swap, or deactivate elements to match your gameplay or environmental needs.A removable central power‑selector lever forms the interactive core of the panel—ideal for power‑routing puzzles, maintenance tasks, scripted sequences, or environmental logic systems. All digital displays use emissive textures, supporting clean on/off states for dynamic lighting, alarms, or in‑game feedback.The panel features weathered metal surfaces, worn labels, and mixed‑generation hardware for believable close‑up inspection. It’s optimized for performance, making it easy to integrate into industrial, sci‑fi, survival, or post‑apocalyptic scenes. Whether used as a hero prop or background machinery, this model supports rich environmental storytelling right out of the box.Key Features• Customization options - Each instrument and control panel is a separate mesh, allowing for easy repositioning, or deactivation.• Game‑ready topology and optimized texture sets• Emissive digital displays for dynamic states and scripted events• Removable power‑selector lever for interaction systems• Authentic wear, grime, and retrofit detailing for immersive worldbuilding• Versatile use – Suitable for industrial, sci‑fi, horror, and post‑apocalyptic environmentsNumber of textures: 7Number of materials: 2 materials (electric boxes + stand, instruments, wires)Texture dimensions: 2048×2048 resolutionTriangle count: 31,435Vertex count: 17,013Prefabs: Unity URP, HDRP & Built-In versions (material setup included, separate prefabs for each pipeline).Rigging: NoUV mapping: Some UVs are intentionally overlapped and scaled to maximize texel density.LOD's: NoneCollision: NoTypes of materials and texture maps: PBR




