Stylized Dungeon Kit


The props and light props cover crypts, treasure vaults, prisons, libraries, ritual halls ... Contents ... Designed with Claude, modelled procedurally in Blender, reviewed and finished by a 3D ...


by Nico Hartl


Price History +

105 modular dungeon pieces in a hand painted style: walls, angled walls, floors, water, doors, props and light props, with LODs, colliders and a URP demo.
  • Unity 6, URP 17, Forward and Forward+
  • 105 meshes (44 architecture, 35 props, 10 light props, 16 organic), 105 prefabs
  • Triangles (LOD0): walls 1.1k to 7.4k, floors 0.2k to 4.4k, props 0.1k to 7.7k, 220k for all meshes together
  • LODs: LOD0 + LOD1 (about 50 %) on every mesh, set up as LOD Groups
  • Collision: mesh colliders (LOD0 mesh) on architecture, props and light props; none on organic dressing
  • Textures: 9 at 2048 x 2048 (base colour, normal, ORM for stone, brick and wood trim), normal maps OpenGL
  • Shaders: 3 custom URP shaders (textured, colour, fire); vertex colours drive moss, grime and stone hue
  • UV mapping: yes, UV0 + lightmap UV
  • Rigging: no. Animation: no (light flicker by script)
  • Scale: 1 unit = 1 m, real world scale
  • Demo scene included

A modular dungeon kit in a painterly, hand painted style for URP. The architecture has chunky stone walls with plinth and cap rows, 45 degree walls for octagon rooms, flagstone floors, pillars, stairs, raised platforms, arches with skull keystones, an arched wooden door and an iron portcullis. Broken walls and damaged pillars show decay, and low cut-away walls work for top down cameras. The props and light props cover crypts, treasure vaults, prisons, libraries, ritual halls, throne halls, alchemy labs and flooded cisterns, and roots, moss, vines and mushrooms let you overgrow the rooms.

Contents

  • 44 architecture pieces: walls (plain, mossy, two broken variants, skull niches, skull frieze, chains, two banner walls, arch door, wide arch, barred window, secret door, 2 m, upper row for 8 m halls), 45 degree wall with a triangle floor, low cut-away walls (straight, doorway, angled), floors (flagstones, 2 m tile, brick inlay, glowing pit with grate, trapdoor), water surface, ceiling, barrel vault, pillars, damaged pillar, round column, platform ledges, stairs, arched wooden door, iron portcullis
  • 35 props: hero chest (closed, and open with coins), small chest, barrel, crate, sack, coin piles, skulls, skull pile, bones, candles, sarcophagus, urns, hanging cage, wall shackles, table, bench, weapon rack, banners, bookshelf, books, cauldron, potion bottles, potions, altar, ritual circle, throne, carpet runner, wooden walkway
  • 10 light props with point lights and a flicker script: wall torch, standing torch, brazier, candelabra, hanging lantern, crystal clusters, alchemy table, potion shelf
  • 16 organic pieces: roots for walls and floors, moss cushions, hanging vines, red and glowing mushrooms, grass, rubble, cobwebs

Setup

Import the package and run Tools > Stylized Dungeon > Setup Pack once. It creates the materials and builds the prefabs with LOD Groups, colliders and lights. The demo scene is a dungeon with torch lights, fog and a post processing volume.

Grid

Cells are 4 x 4 m on a 0.5 m grid and walls are 4 m high. Walls sit on the cell edges and pillars go on the grid vertices, where they cover the wall joints and corners.

The kit is also available for Unreal Engine, Godot and Blender; the Blender version includes a dungeon generator add-on.

Designed with Claude, modelled procedurally in Blender, reviewed and finished by a 3D artist.