Medieval Village – Stylized Exterior Pack
Town, street and nature 16 town structures (wall, tower, gate, bridges, river tiles, fountain), 33 seamless ... Animated animals ... Ready to use ... Wind and day/night ... Demo scenes
by npcslayer0928
Price History +
- 271 prefabs: buildings 27, modular kit 87, structures 16, ground 33, market 8, lighting 7, carts 8, props 39, nature 37, animals 9
- FBX models with LOD1 and LOD2 for 95 assets; 4 to about 65,600 triangles per model (most props under 2,000; animals 2,348 to 8,568)
- Real-world scale: kit walls 2 m wide and 3 m tall, ground tiles 2 x 2 m and seamless; clean pivots
- Textures: colour atlas 4096 x 4096, foliage sheet 4096 x 2048 with alpha, emission map 4096 x 4096
- Materials: M_Village_Atlas, M_Village_Glow, M_Village_Foliage, M_Village_Bark, M_Village_Backdrop
- Shaders: URP Wind Lit (leaves and bark); Foliage Wind and Bark Wind in the Built-in add-on; wind data in vertex colours
- Scripts: VillageMood (Day / Golden Hour / Night), works in the editor and at runtime; VillageAnimal (wander, rest, obstacle and ground checks); VillageFlyCamera (fly, zoom, viewpoints and animal follow in Play mode; Input System and Input Manager)
- Animals: Generic rigs with 11 to 18 bones, 52 looping in-place clips at 30 fps, one Animator Controller per animal
- Colliders: mesh colliders on buildings, structures and kit pieces, box colliders on props, capsule colliders on tree trunks
- Street lamps carry warm Point Lights
- 4 scenes: Demo_River_Village, Demo_Main_Street, Demo_Kit_Street, Overview_All_Assets
- Render pipelines: URP (default) and Built-in (import RenderPipelines/MedievalVillage_BuiltIn.unitypackage)
- Tested in Unity 6000.6.5f1, URP and Built-in
- Documentation: Documentation/MedievalVillage_Documentation.pdf (setup guide and script reference) and README.txt
Build medieval and fantasy villages and towns: timber-frame streets, market squares, riversides, farms and walled towns. 271 stylized low-poly prefabs share one colour atlas, one foliage sheet and one emission map, so whole streets render with a handful of materials.
Buildings and modular kit
27 finished buildings (houses, cottages, townhouses, inn, bakery, general store, smithy, chapel, watchtower, barn, stable, granary, windmill and more) plus an 87-piece modular house kit on a 2 m grid with 3 m storeys: seven wall styles with plain, window and door versions, shop fronts, corners, gables, tile/slate/shingle/thatch roofs in 4 m and 6 m spans, chimneys, dormers, balcony, porch, awnings and hanging signs.
Town, street and nature
16 town structures (wall, tower, gate, bridges, river tiles, fountain), 33 seamless ground tiles with a road bend and ground decals, 8 market stalls, 7 street lights, 8 carts and wagons, 39 props and 37 trees and plants.
Animated animals
Two hens, two dogs, two cats and three horses, rigged (Generic) with 5 to 6 looping in-place clips each: idle, walk, run or trot and gallop, eat, plus sit, lie, sleep, flap or rear. Every animal prefab has its own Animator Controller and the VillageAnimal component, which wanders it between rests, avoids obstacles and follows the ground, with walk and run speeds matched to the clips.
Ready to use
Every prefab is set up: LOD Groups on the 95 heaviest assets, mesh colliders on buildings and structures (marked Static), box colliders on props and a capsule round each tree trunk. Street lamps carry warm Point Lights.
Wind and day/night
Trees and bushes sway with the included wind shaders (strength, speed and direction on the material). The Village Mood component switches a scene between Day, Golden Hour and Night: sun, ambient light, fog, lamp lights and glowing windows.
Demo scenes
Demo_River_Village (a walled village on a river), Demo_Main_Street (main street and market square), Demo_Kit_Street (houses built from the modular kit) and Overview_All_Assets. Press Play to roam them: the animals wander on their own, and a fly camera lets you look around, zoom, jump between viewpoints and follow the animals.
Limitations
No characters or humanoid rigs; the animal clips are in place (the VillageAnimal script moves them). Fonts shown in the screenshots are not included.