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Ancient Temple Ruins - Mountains Environment

Ancient Temple Ruins - Mountains Environment · Unity 模型 · Preview 1

Asset description

Support & Community: General Documentation | Discord | YouTube | Find Us On Web HQ Video: Walkthrough Package Includes: Our biggest ready-to-use map released to date Ancient Temple with many detailed elements Natural assets: rocks, trunks, roots, logs, debris, stones, cobbles Diverse foliage: trees, bushes, and small plant Overview map with organized assets Highly detailed assets based on photogrammetry Modular content to speed up the creative workflow Our HIT from Unreal Engine - Mountains Ancient Temple environment. Based on photogrammetry content could give you a realistic, believable world. But you can always crank it up to a more fantasy style with a proper lighting setup. This example you can find on our demo map. Immersive and atmospheric level and dungeons environment is what brings fantasy games to the next level. The map is huge and contains a few different samples join in one long walkthrough. It's the biggest map we did. We hope it will be useful for you. Number of textures: 411 (Color, Normal for all assets and for some of them also Occlusion, Roughness, Metallic, Emissive). To save memory, we used roughness from albedo and used that extra memory space to better resolution of other textures. Texture Resolutions: 4096 for larger objects 2048-4096 most props 512-1024 small props 4096 terrain Types of materials and texture maps: Materials have just a few base materials to control the whole map in one place. It will be useful to merge materials with your one project if needed. Statistics: Number of meshes/prefabs: ~230+80 variations Collision: Yes - mostly custom and some simple box just generated Vertex Count: Most of 400-10 000 tris LOD information: Yes, Auto-generated Rigging: No For Sky-textures, we used great CC0-free textures from PolyHaven All render pipeline versions are supported with simple setup included in txt. All screens and videos are from the HDRP version, which is our default; other pipelines may have a different lighting appearance.

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