تخطي إلى المحتوى

الوصف

Build haunted mansions, Victorian manors and psychological-horror interiors from one consistent stylized kit. Walls are 1, 2 and 4 m modules on a 4 m storey with panelled dados, flock wallpaper and cornices that mitre in corners; floors and ceilings are 2 m tiles; the stair rises 2 m per flight to a 4 × 2 m landing and a gallery floor. Architecture and furniture have collision, every mesh has lightmap UVs, and the materials are tiling PBR sets with tweakable wear.

Every room tells what happened: the chandelier fell onto the dining table and broke it in two, the library shelves were ransacked around a chalk circle, the parlour sleeps under dust sheets beside a spirit board, and in the bedroom something lies under the sheet.

What's inside: 100 static meshes in 10 categories

  • Walls (10): 1 m and 2 m panelled walls, peeled and broken walls, upper-storey wall, door wall, archway, arched-window wall, 4 m double-door wall, corner pilaster.

  • Doors, windows & curtains (8): door leaves (panelled, kicked-in, glazed), glazed arched window, boards nailed over the arched window, curtain rod, two torn velvet curtains.

  • Stairs & gallery (7): 2 m stair flight, 4 × 2 m landing, stair balustrade, 2 m balustrade (intact, broken through), newel post, 2 m gallery floor.

  • Floors, ceilings & rugs (10): marble floor, parquet floor (intact, with a hole), plain ceiling (intact, with a hole), coffered ceiling, ceiling rose (intact, broken), Persian rug with a folded corner, rolled rug.

  • Hall (12): chandelier, fallen chandelier, 1 m chain, grandfather clock stopped at 3:07, console table, pedestal with urn, coat stand with coat and hat, umbrella stand, wall sconces (intact, broken), crystal scatter, plaster debris.

  • Dining (10): marble fireplace, cracked overmantel mirror, dining table (intact, snapped in two), dining chairs (intact, torn), sideboard, five-arm candelabra, table candlestick, fire tools.

  • Parlour (10): upright piano, piano stool, sofa (torn, under a dust sheet), wingback armchair, covered armchair, gramophone, round table, wine table, oil lamp.

  • Library & occult (12): bookcase (full, ransacked), desk with a pulled drawer and spilled ink, captain's chair, library ladder, floor globe, book pile, open book, letters, spirit board, planchette, chalk candle circle.

  • Bedroom (10): canopy bed (made, with a shape under the sheet), wardrobe with a mirror door, vanity with spilled pearls, cheval mirror under crape, nightstand, trunk, rocking chair with a shawl, cradle, porcelain doll.

  • Pictures & tableware (11): portraits of the lord and the lady, landscape painting, painting leaning on the wall, plate, teacup, goblet, decanter, wine bottle, tureen, vase of dead flowers.

Two maps

  • L_Mansion_Demo: a moonlit house at night: the double-height entrance hall with a U stair and a gallery whose rail gave way, the dining room after the chandelier fell, the library, the parlour and the bedroom, connected through doors and glazed doors, with real-time Lumen, volumetric fog, moonlight through the windows and candle light. Press Play to walk through the house.

  • L_Overview: every mesh laid out by category with name labels on a 1 m grid.

Materials you can tweak

7 master materials and 67 material instances. The surface instances expose tint, tiling, paint chipping, edge wear, height-based grime, streaks, dust, macro variation and a roughness override; pictures, the clock face, the spirit board and the book spines keep their artwork fixed while the wear still varies.

Game-ready

  • Collision: per-poly on the architecture and walkable surfaces (walls, floors, ceilings, stairs, landing, gallery, balustrades, windows, the fireplace), so doorways, archways, the broken wall, floor holes and stair treads collide exactly; convex hulls on 47 props; none on 28 small, flat or soft pieces (tableware, books, letters, rugs, curtains, sconces, pictures).

  • LODs on 55 props (up to LOD3); the other 45 meshes (architecture and simple pieces) have a single LOD.

  • Lightmap UVs on every mesh, in UV channel 1.

  • No Nanite needed; the kit is light enough for mid-range hardware.

  • All lights are movable, so there is no light baking.

  • One download for Unreal Engine 5.1 to 5.8. It is content only: no code, no plugins.

UEFN version

  • The listing also has a UEFN Source format: the same 100 meshes, materials and procedural textures as a UEFN project, made and validated in UEFN 42.40.

  • One island holds the moonlit mansion demo and a catalog of every mesh. Complex meshes have up to 4 LODs, and every LOD0 is under the UEFN limit of 30,000 vertices.

  • The catalog has no name labels, because UEFN does not accept text actors.

التنسيقات المضمنة