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الوسائط 1 للقائمة HOLLOWMERE — Stylized Haunted Victorian Manor (Modular Horror Environment)
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الوصف

A complete, explorable haunted Victorian manor in a clean stylized look.

  • 230 modular pieces

  • a three-storey demo house with cellar, attic and grounds

  • three colour palettes

  • night and day lighting

What is it?

A haunted Victorian manor you can open and walk through straight away, and take apart to build your own houses. Every piece snaps to a 1 m grid on 4 m modules.

Who is it for?

Developers of horror, psychological-horror, exploration, co-op ghost-hunting, mystery and escape-room games. It is also for level designers who need a finished-looking haunted house fast.

What can I build?

Haunted houses, manors, mansions, vicarages, orphanages and country estates, from the cellar to the attic, plus the grounds around them.

What's included

  • 230 assets, organised in:

    • 60 walls, including transition walls between room styles

    • 9 floors (including 2 with a working hatch), 5 ceilings

    • 8 trims (cornice, columns, balustrade, newel, wainscot)

    • 4 stairs (grand, service, spiral, attic)

    • 5 door sets with moving leaves, including a bookcase secret door

    • 56 furniture pieces

    • 18 small props

    • 5 light fixtures

    • 4 bathroom fixtures

    • 4 wall details

    • 6 debris sets

    • 37 exterior pieces: siding, roof, turret, porch, dormers, chimneys, fence, gate, lamppost, trees, graves

    • 9 garden pieces: gazebo, greenhouse, mausoleum, fountain, well, statue, bench, hedge, topiary

  • Demo level "Hollowmere Manor":

    • 24 × 16 m footprint on three storeys plus a cellar

    • Ground floor: double-height entrance hall with grand staircase, parlor, library with a bookcase secret door, study with billiard table, dining room, kitchen with a hatch to the cellar

    • Upper floor: gallery landing, master bedroom, nursery, guest room, sewing room, bathroom, servant hall, store room with sheeted furniture

    • Attic with dormers; cellar with boiler and wine racks

    • Exterior: corner turret, front porch, bay windows, chimneys; fenced grounds with hedged path, fountain, gazebo, well, greenhouse, mausoleum and graveyard

  • Lighting: two setups in Blender — Night (fixtures, candles, moonlight, fog) and Day.

  • Palettes: three colour palettes — Gothic (default), Faded, Ashen. Switch them in Blender, or use the baked texture sets in engines.

Formats

  • Blender 5.2 (.blend):

    • kit + demo level

    • one procedural master material with editable colours, wear, grime, water streaks and peeling paint

    • light fixtures and candles switch on and off per object

  • FBX, per mesh part: LOD0 (bevelled), LOD1 (lighter) and convex collision (UCX_ naming).

  • glTF (.glb), per asset: embedded Base Color + ORM textures.

  • PNG textures, per part:

    • Base Color for each palette

    • ORM (AO / Roughness / Metallic)

    • 1024 px for architecture, 512 px for props

How optimised is it?

  • 230 assets, 370k triangles at LOD0 and 206k at LOD1 in total.

  • Per asset: median 1,005 triangles (LOD0) / 506 (LOD1); range 12 – 15,680 (LOD0), largest is the grand staircase.

  • LOD1 stays under 3k triangles per asset, except 4 detailed assets that keep their full mesh at LOD1.

  • 694 convex collision meshes (UCX_) shipped with the FBX files; doorways, the entrance steps and the porch stay walkable.

  • One master material per asset.

  • A separate emissive material only on lights; a separate glass material only where there is glass.

How modular is it?

  • 1 m grid, 4 m modules.

  • Walls: 3.5 m high, 0.2 m thick, centred on the grid line. Storey height 3.6 m.

  • Doorways:

    • single 1.2 × 2.3 m

    • double 2.0 × 2.5 m

  • Windows: 1.6 × 2.0 m.

  • Pivots:

    • walls and floors: corner

    • props: bottom centre

    • ceiling fixtures: top centre

  • Moving parts are separate meshes pivoted on their hinge: door leaves, gate leaves, the bookcase secret door, floor hatches.

What makes it different?

  • A finished, explorable house from cellar to attic, not a box of loose props.

  • Stylized, readable art direction with no photo textures.

  • Transition walls, so rooms of different styles meet cleanly.

  • Three palettes and two lighting setups.

Supported versions

  • Blender 5.2+.

  • FBX and glTF for Unity, Unreal Engine, Godot and other engines. Engine-specific projects (prefabs, material instances) are not included.

How quickly can I use it?

  • Blender: open the file and render. Drag single assets from the Asset Browser.

  • Engines: import the FBX folder, then assign the Base Color and ORM textures.

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