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Receive up to 80 Credits

*By uploading a model you convey all rights to us.

General rules

  1. Before upload, compress files into zip format. File cannot be bigger than 128 MB.
  2. Low quality models won't be accepted. (If model's score will be less than 30 credits, you don't receive credits and model won't be published.)
  3. Models from the internet also won't be accepted.
  4. If product from reference photos is created by a specific company, don't use their logo. Also don't try to exactly recreate their product.

How to receive maximum credits

1. Shape, topology & UV

0 - 38.4 credits

We will be looking on overall mesh quality. The mesh shouldn't contain triangles in key areas and unnecessary polygons. UV shouldn't be stretched.

2. Textures

0 - 16 credits

Textures cannot be from Create textures by your own (take photos and edit textures in a image editor or create them in Substance Designer) or find textures for commercial purposes using creative commons. You can also use our textures.

3. Material for Blender Cycles

(credits from point 1 / 38.4) * (0 - 9.6) credits

The 3D model should look realistic. (Tip: add dirt to your model)

4. Material for Blender V-Ray

(credits from point 1 / 38.4) * (0 - 9.6) credits

The 3D model should look realistic. (Tip: add dirt to your model)

5. Naming convention

(credits from point 1 / 38.4) * (0 - 6.4) credits


  • blender Traffic_light_01.blend
    • blender object Traffic_light_01// empty object
      • blender object Traffic_light_01-Armrest
      • blender object Traffic_light_01-Wheel.000
      • blender object Traffic_light_01-Wheel.001
      • blender object Traffic_light_01-...
      • blender object Traffic_light_01-Element
        • blender mesh Traffic_light_01-Element
          • blender mesh Traffic_light_01-Wood-Dark
          • blender mesh Traffic_light_01-Wood-Bright
          • blender mesh Traffic_light_01-Metal-A
          • blender mesh Traffic_light_01-Metal-B
          • blender mesh Traffic_light_01-...
  • texture Textures
    • texture Traffic_light_01-AO.png// ambient occlusion map
    • texture Traffic_light_01-N.png
    • texture Traffic_light_01-Wood-Fine-01.png
    • texture Traffic_light_01-Wood-Fine-01-N.png// normal map
    • texture Traffic_light_01-Wood-Fine-01-S.png// specular map
    • texture Traffic_light_01-Wood-Fine-01-R.png// roughness map
    • texture Traffic_light_01-Wood-Fine-01-B.png// bump map
    • texture Traffic_light_01-Wood-Fine-01-D.png// displacement map
    • texture VP-Do-Not-Change-Name-Of-Textures-From-This-Site.png
If you can, use PNG format for textures. PNG is lossless, in contrast to JPEG.

No longer available. Sorry.