Ticket Booth with Interior 3D Model

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NOTE: DIGITAL DOWNLOAD, NOT A PHYSICAL ITEM

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Extended Use License
This item comes with our Extended Use Licensing. This means that you may use the model for both non-commercial and commercial purposes, in a variety of mediums and applications.
For full license terms, see our 3D Content Licensing Agreement
3D Model Details
| Vendor: | NX Dynamics |
| Published: | Nov 09, 2026 |
| Download Size: | 224.8 MB |
| Game Ready: | Yes |
| Polygons: | 12,499 |
| Vertices: | 13,754 |
| Print Ready: | – |
| 3D Scan: | – |
| Textures: | Yes |
| Materials: | Yes |
| UV Mapped: | Yes |
| PBR: | Yes |
| Rigged: | – |
| Animated: | – |
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| Favorites: | 0 |
| Likes: | 0 |
| Views: | 6 |
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Ticket Booth with Interior 3D Model
Ticket booth with a full furnished interior: a modern stadium and event entrance box office / cashier kiosk. Mid-poly, real-world scale, PBR 4K textures, ready Unreal Engine 5.8 project. Suitable for games, VR / AR and high-quality rendering, inside and outside views. Also works as a security / guard booth or checkpoint.
Models in the pack:
* Ticket Booth - 372 x 310.1 x 278 cm (with the AC unit and the porch step) - sandwich-panel shell with a flat roof, service window with a deal tray and a counter, LED sign board, porch step, outdoor air-conditioner unit on a wall bracket, two wall lights, speaker, call panel, ceiling light
* Door - a separate object, 80 x 200 cm, pivot on the hinge axis: opens outward by rotating around Z, the doorway is open behind it
* Window glazing with window stickers - a separate object
* LED sign screen - 8 texts included: TICKETS (default), ADMISSION, BOX OFFICE, SEASON PASS, GATE 3, INFO, OPEN, CLOSED
* Interior - 15 props in one object: desk 160 x 63 x 75 cm, office chair, monitor, keyboard, mouse, receipt printer, card terminal, cash drawer, mini PC, locker 50 x 53 x 180 cm, indoor AC unit, wall clock, notice board, bin, fire extinguisher
Main features:
* Five objects, one material each: booth shell, door (shares the shell material), glass, sign screen, interior.
* PBR Metal / Roughness textures, PNG: shell and interior 4096 x 4096, glass 2048 x 2048, sign screen 2048 x 512: Base Color, Normal (OpenGL), Roughness, Metallic, Emissive (lights, screens, sign), Opacity (glass).
* 36 textures, 4 materials; 8 sign texts (swap two maps, same UV).
* Clean mid-poly topology without SubD: flat panels with one-segment chamfers and custom (weighted) normals. One LOD.
* Every material has its own non-overlapping 0-1 UV layout.
* Pivots: the centre of the base on the ground; the door pivot is on its hinge axis.
* Real-world scale. Units: centimeters in 3ds Max and Unreal Engine, meters in Blender, GLB, OBJ and DAE.
* The door can be opened (separate object, pivot on the hinges); no rig and no animation.
* Unreal Engine 5.8 project: 5 static meshes, master material with instances, glass material, a material instance for each sign text, showcase level with a camera.
* Model suitable for games and high-quality rendering, inside and outside views.
File consists such files as:
* Unreal Engine 5.8 project (.uproject)
* 3ds Max 2023 (Corona Renderer 12)
* Blender 5.2 (.blend, textures packed)
* FBX
* OBJ, MTL
* DAE (Collada)
* GLB (textures embedded)
* Textures (PNG 4096 x 4096, 2048 x 2048, 2048 x 512)
Special notes:
* FBX, OBJ and DAE files take their textures from the shared Textures folder (relative paths) - keep the folder next to them.
* The Blender file carries all its textures inside - nothing to relink.
* Normal maps are OpenGL (Y+); for DirectX programs flip the green channel - the 3ds Max file and the Unreal Engine project are already set up.
* The 3ds Max file needs Corona Renderer 12 or newer; saved in the 3ds Max 2023 format, centred on the grid, clean transforms.
* For a manual FBX import into 3ds Max untick Smoothing Groups (keeps the custom normals); for a manual FBX import into Unreal Engine enable Convert Scene Unit.
* Collada (DAE) keeps base colour maps only - connect roughness, metallic and normal maps by hand.
* OBJ stores no pivots - there set the door pivot on the hinge axis by hand (FBX, GLB, DAE, Blender, 3ds Max and Unreal keep it).
* The renders with the interior props laid out next to the booth show the same interior object; in the files the props stand inside the booth.
Statistics:
* Booth shell: 5,181 polygons; 10,748 tris
* Door: 601 polygons; 1,302 tris
* Glass: 84 polygons; 120 tris
* Sign screen: 1 polygon; 2 tris
* Interior (15 props): 6,632 polygons; 13,132 tris
Total: 12,499 polygons; 25,304 tris; 13,754 vertices
Thank you for purchasing our models!
NX Dynamics Team
Models in the pack:
* Ticket Booth - 372 x 310.1 x 278 cm (with the AC unit and the porch step) - sandwich-panel shell with a flat roof, service window with a deal tray and a counter, LED sign board, porch step, outdoor air-conditioner unit on a wall bracket, two wall lights, speaker, call panel, ceiling light
* Door - a separate object, 80 x 200 cm, pivot on the hinge axis: opens outward by rotating around Z, the doorway is open behind it
* Window glazing with window stickers - a separate object
* LED sign screen - 8 texts included: TICKETS (default), ADMISSION, BOX OFFICE, SEASON PASS, GATE 3, INFO, OPEN, CLOSED
* Interior - 15 props in one object: desk 160 x 63 x 75 cm, office chair, monitor, keyboard, mouse, receipt printer, card terminal, cash drawer, mini PC, locker 50 x 53 x 180 cm, indoor AC unit, wall clock, notice board, bin, fire extinguisher
Main features:
* Five objects, one material each: booth shell, door (shares the shell material), glass, sign screen, interior.
* PBR Metal / Roughness textures, PNG: shell and interior 4096 x 4096, glass 2048 x 2048, sign screen 2048 x 512: Base Color, Normal (OpenGL), Roughness, Metallic, Emissive (lights, screens, sign), Opacity (glass).
* 36 textures, 4 materials; 8 sign texts (swap two maps, same UV).
* Clean mid-poly topology without SubD: flat panels with one-segment chamfers and custom (weighted) normals. One LOD.
* Every material has its own non-overlapping 0-1 UV layout.
* Pivots: the centre of the base on the ground; the door pivot is on its hinge axis.
* Real-world scale. Units: centimeters in 3ds Max and Unreal Engine, meters in Blender, GLB, OBJ and DAE.
* The door can be opened (separate object, pivot on the hinges); no rig and no animation.
* Unreal Engine 5.8 project: 5 static meshes, master material with instances, glass material, a material instance for each sign text, showcase level with a camera.
* Model suitable for games and high-quality rendering, inside and outside views.
File consists such files as:
* Unreal Engine 5.8 project (.uproject)
* 3ds Max 2023 (Corona Renderer 12)
* Blender 5.2 (.blend, textures packed)
* FBX
* OBJ, MTL
* DAE (Collada)
* GLB (textures embedded)
* Textures (PNG 4096 x 4096, 2048 x 2048, 2048 x 512)
Special notes:
* FBX, OBJ and DAE files take their textures from the shared Textures folder (relative paths) - keep the folder next to them.
* The Blender file carries all its textures inside - nothing to relink.
* Normal maps are OpenGL (Y+); for DirectX programs flip the green channel - the 3ds Max file and the Unreal Engine project are already set up.
* The 3ds Max file needs Corona Renderer 12 or newer; saved in the 3ds Max 2023 format, centred on the grid, clean transforms.
* For a manual FBX import into 3ds Max untick Smoothing Groups (keeps the custom normals); for a manual FBX import into Unreal Engine enable Convert Scene Unit.
* Collada (DAE) keeps base colour maps only - connect roughness, metallic and normal maps by hand.
* OBJ stores no pivots - there set the door pivot on the hinge axis by hand (FBX, GLB, DAE, Blender, 3ds Max and Unreal keep it).
* The renders with the interior props laid out next to the booth show the same interior object; in the files the props stand inside the booth.
Statistics:
* Booth shell: 5,181 polygons; 10,748 tris
* Door: 601 polygons; 1,302 tris
* Glass: 84 polygons; 120 tris
* Sign screen: 1 polygon; 2 tris
* Interior (15 props): 6,632 polygons; 13,132 tris
Total: 12,499 polygons; 25,304 tris; 13,754 vertices
Thank you for purchasing our models!
NX Dynamics Team



















