Flexible Duct 3D Model
0
Specifications
- Geometrypolygonal_quads/tris
- Polygons3,159
- Vertices2,734
- TexturesYes
- RiggedYes
- AnimatedNo
- 3D Printable ReadyNo
- Game Ready (low poly)No
- UV MappedYes
- Unwrapped UVsnon-overlapping
Description
A highly flexible duct usually seen along the ceiling or upper part of the wall, often around industrial environments.
This model is intended for use in Real-Time games.
Total triangles: 5148 (All modular parts)
Total modules: 5
The material is completely seamless and can be applied to a simple cylinder of less than 32 polygons in case a low polycount is required.
By fiddling with the metallic/roughness it is possible to achive some interesting materials. (See last two images)
Both materials are provided in the .Blend.
GENERAL
- Re-usable material
- Game Ready
- Easy to use
- Low poly
- Modular
- PBR
Units of measurement: Meters
TEXTURES
FlexibleDuct_Allu_BaseColor.PNG (2048^2)
FlexibleDuct_Allu_AO.PNG (2048^2)
FlexibleDuct_Allu_Metallic.PNG (2048^2)
FlexibleDuct_Allu_Roughness.PNG (2048^2)
FlexibleDuct_Allu_Normal.PNG (2048^2) (OpenGL)
SPECS
FlexibleDuct_Allu_0Large
Tris: 1584
FlexibleDuct_Allu_0Medium
Tris: 792
FlexibleDuct_Allu_0Small
Tris: 396
FlexibleDuct_Allu_90Wide
Tris: 1584
FlexibleDuct_Allu_90Sharp
Tris: 792
USAGE
1: Use in conjunction with curve and array modifier. (Already set up in Blender file)
2: Use with bones, choose your length and place 1 bone across then subdivide the bone and ultimately give it an IK constraint. Resulting in snake like controls.
3: Or simply use the provided modular parts directly.
It is recommended that you consider option 1 or 2 as it will give you a great deal of control if you need to tailor the duct to curvatures in your scene or give it some gravitational "hang". But most importantly you will also have the option to merge everything, reducing draw calls.
ADDITIONAL INFORMATION
The normal map is OpenGL(X+ Y+ Z+), you may need to invert the green channel for use in DirectX specific game engines / 3D applications.
The metallic map is currently completely white or 1.0 Metallic, you may put it aside and just use a constant value instead in order to save up some texture memory. For convenience sake (in Unity) the roughness map is stored in Albedo Alpha channel rather than metallic.
Everything is thoroughly tested and confirmed working, additionally every module end point has been tested against each and every part with great success. Including with rotational degrees such as: 270, 180, 90, 45..etc
It just works!
Due to the nature of exchange formats there may be a need for some basic texture setup.
Oct 26, 2019
date added
Oct 07, 2025
last update
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