SAP_Vending_Machine_Coca_Cola_Vendo_44_PBR

SAP_Vending_Machine_Coca_Cola_Vendo_44_PBR

<kuid:439337:120823>

Author: MSGSapper
Kind: scenery
Build: 4.7 (TRS19 SP2)
Size: 31.49MB
Uploaded: 2026-03-31
Downloads:
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SAP_Vending_Machine_Coca_Cola_Vendo_44_PBR

A 1950s Vendo 44 Coca Cola vending machine done as a static scenery object. A diorama quality object! This model of a 1950s Coca-Cola Vendo 44 vending machine was produced from 1957 until 1961. The Vendo 44 was specifically designed for 6.5 oz bottles. They were unique in their narrow single-selection design, which allowed 44 bottles while pre-cooling only 9. It was compact, easy to use, easy to move around due to its lighter weight, and easy to accommodate in any room. This model was incredibly popular and that’s why Coca-Cola didn’t alter it in the following years when they introduced new models with square-top designs and stood unchanged because it proved to be too convenient for small-store vendors. Height adjustable. Uses high quality non-parallax PBR textures. Has LOD 0 to 4. Poly count at LOD0 = 66642 triangles.

Author: MSGSapper

    SAP_Vending_Machine_Coca_Cola_Vendo_44_PBR
  • body_albedo.png 3.01MB
  • body_albedo.texture.txt 57 bytes
  • body_normal.png 1,000.86KB
  • body_normal.texture.txt 115 bytes
  • body_parameters.png 3.75MB
  • body_parameters.texture.txt 98 bytes
  • config.txt 3.03KB
  • handle_albedo.png 1.32MB
  • handle_albedo.texture.txt 61 bytes
  • handle_normal.png 1.41MB
  • handle_normal.texture.txt 119 bytes
  • handle_parameters.png 3.27MB
  • handle_parameters.texture.txt 102 bytes
  • structure_lod0.trainzmesh 2.33MB
  • structure_lod1.trainzmesh 1.91MB
  • structure_lod2.trainzmesh 1.53MB
  • structure_lod3.trainzmesh 1.12MB
  • structure_lod4.trainzmesh 704.38KB
  • stuff_albedo.png 4.32MB
  • stuff_albedo.texture.txt 59 bytes
  • stuff_normal.png 2.27MB
  • stuff_normal.texture.txt 117 bytes
  • stuff_parameters.png 5.73MB
  • stuff_parameters.texture.txt 100 bytes
  • thumbnail.jpg 18.54KB

VE107: The high-detail meshes total more than 10000 polygons. This may have a negative impact on performance: 0: 66242, 1: 52330, 2: 39744, 3: 26495, 4: 13247, 5: 0
TrainzMeshCollisionData::CreateNewShapeFromData> vertex count too high, falling back to AABB

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