Stylized Castle Kit


18 props: well, cart, barrels, crates, training dummy, weapon rack, two market stalls, two ... 10 plants: climbing ivy for walls and towers, hanging ivy, two bushes, two grass ... Materials


by Nico Hartl


Price History +

69 modular hand painted castle pieces with LODs, colliders and URP demo castles: walls, towers, roofs, gatehouse, keeps, ruins, props and ivy.
  • Unity 6, URP 17 (Forward and Forward+), Linear colour space
  • 69 meshes (14 walls, 16 tower pieces, 3 buildings, 8 wood, 18 props, 10 plants), 69 prefabs
  • Triangles (LOD0): walls 3.7k to 9k, tower pieces 0.4k to 14k, gatehouse 25k, keeps 30k and 65k, props 0.04k to 1.2k, 320k for all meshes together
  • LODs: LOD0, LOD1 (about 50 %), LOD2 (about 25 %) on every mesh, set up as LOD Groups
  • Collision: mesh colliders on everything except plants (no collision on purpose)
  • Textures: 15 at 2048 x 2048 (base colour, normal, ORM), normal maps OpenGL
  • Shaders: custom URP shaders (textured, painted, fire); vertex colours drive moss, grime and stone hue
  • UV mapping: yes, UV0 + lightmap UV
  • Rigging: no. Animation: no
  • Scale: 1 unit = 1 m, real world scale
  • Demo scenes: Demo_Castle, Demo_Ruin, Demo_Construction, Overview

A modular castle kit in a painterly, hand painted style. Every stone of the walls and towers is real geometry, laid in uneven courses, so close-ups hold up without unique textures. Curtain walls come in three heights with a wall walk and merlons, plus worn, broken and breached versions, a postern door, stone stairs to the wall walk and joint piers that cover the seams between different walls. Round towers in two sizes stack from a base, storeys and a battlement top, and take slate or clay tile cone roofs or a wooden gallery ring. A gatehouse with portcullis and double door, a square keep with stair turret and bartizans and a round keep complete the castle. Lean-to sheds, scaffolding, a treadwheel crane, tents, market stalls, banners and courtyard props fill the bailey, and climbing ivy, bushes and grass overgrow it.

Contents

  • 14 walls: 4 m curtain walls A and B, low and tall versions, worn wall with missing merlons, broken wall, breach, postern, gallery wall, stone stairs with landing, round corner pier, joint piers for low, normal and tall walls
  • 16 tower pieces: round towers in two sizes (radius 3.2 m and 2.3 m) with base, plain and window storeys, battlement top, roof ring and ruined top, cone roofs in slate and clay tiles for both sizes
  • 3 buildings: gatehouse with arched passage, double door and portcullis, square keep, round keep
  • 8 wooden pieces: fighting gallery for walls, gallery rings for both tower sizes, two lean-to sheds, scaffolding, treadwheel crane, palisade
  • 18 props: well, cart, barrels, crates, training dummy, weapon rack, two market stalls, two tents, brazier with fire, two flags, two wall banners, stone pile, two rubble heaps
  • 10 plants: climbing ivy for walls and towers, hanging ivy, two bushes, two grass tufts

Grid

1 unit = 1 m on a 0.5 m grid. Walls are 4 m long and snap end to end, and their stone courses interlock. Tower pieces stack in 3 m storeys. The README lists the pivot of every piece type.

Collision

Walls, towers, gatehouse, keeps, wooden structures and props get mesh colliders, so you can walk on the wall walks and through the gatehouse, postern, breaches and sheds. Plants (ivy, bushes, grass) have no collision on purpose.

Materials

Every material reads vertex colours for brightness, moss, grime and a warm or cool hue per stone. Stone colours, moss and grime are material parameters. Roofs use a painted material with per tile brightness, windows can glow.

Setup

Import the package and run Tools > Stylized Castle > Setup Pack once. It creates the materials and builds the 69 prefabs with LOD Groups and colliders. Then open the demo scenes Demo_Castle, Demo_Ruin, Demo_Construction or Overview. Use the Linear colour space (URP default).

Scale and colours match the Stylized Medieval Village Kit, the Stylized Nature Pack and the Stylized Dungeon Kit.

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