Battlefield 6 Portal · high-poly props
Every model here is the actual mesh from Battlefield 6 / Portal, extracted straight from the game's own asset files — nothing remodelled.
Each prop's high-poly MeshSet is converted to geometry with correct UVs, and its textures are pulled from the same asset folder and assigned by the role declared in each texture's own header (World_BaseColor, World_Normal). Colour and normal maps are decoded from BC7 and applied exactly as the game binds them, giving a pixel-perfect surface for direct-textured props.
Models are shown at web-optimised texture resolution for fast browsing. Meshes and textures are from Battlefield 6 / Portal (© EA & DICE), extracted for reference and modding use.
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This library feeds the High-Poly Godot plugin for the BF6 Portal SDK — it swaps the editor's low-poly placeholders for the real game models while you build. You only download it once.
Prefer a smaller footprint? Choose current scene only instead — the plugin downloads just the models your scenes use, on demand.
highpoly/ folder). On the next editor start the plugin detects that folder and offers to adopt it into its own storage — confirm and it moves everything without re-downloading.The library is browse-only here; models are served for use through the Godot plugin. Meshes & textures are from Battlefield 6 / Portal (© EA & DICE), extracted for reference and modding use.
Models & textures — all assets are from Battlefield 6 / Portal (© EA & DICE), extracted for reference and modding use.
Extraction pipeline — a from-scratch BF6 toolkit (EBX/type-SDK parser, MeshSet converter, BC7 texture decoder, MeshVariationDatabase resolver) that resolves each prop's exact textures.
Built by — TabbedScamper.
Thanks — the Battlefield Portal Hub community for the SDK research this relies on.