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Dark Cemetery Props — Stylized Gothic Low Poly ilanı için 1. medya

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🕯️ Overview

A collection of 13 stylized low-poly gothic graveyard props for Unreal Engine 5, optimized for real-time use in horror, dark fantasy, RPG, and gothic game environments. Each mesh is handcrafted with a consistent dark aesthetic — aged stone, weathered wood, black iron, and bone — ready to populate crypts, dungeons, and graveyard scenes right out of the box.

🕯️ What's Included

◆ Architecture & Structures
  • SM_Arc — Gothic stone arch (3,084 tris)

  • SM_Column — Classical stone pillar (1,168 tris)

  • SM_Tile — Stone floor tile (1,340 tris)

◆ Grave Props
  • SM_Coffin — Weathered wooden coffin (3,122 tris)

  • SM_Cross — Stone grave cross (3,106 tris)

  • SM_Tombstone — Mossy gothic tombstone (2,350 tris)

◆ Decorative Props
  • SM_Cauldron — Dark iron cauldron (6,386 tris)

  • SM_Vase — Cracked ceramic vase (904 tris)

  • SM_Key — Ornate antique key (9,318 tris)

◆ Atmospheric Details
  • SM_Skull — Human skull (4,744 tris)

  • SM_Bones — Scattered bone pile (8,232 tris)

  • SM_Candlestick — Metal candlestick with melting candle (8,300 tris)

  • SM_Candle — Standalone melting candle (3,540 tris)

◆ Interactive & VFX
  • BP_Candle — Blueprint actor: SM_Candle mesh with CandleFire Niagara fire effect

  • BP_Candlestick — Blueprint actor: SM_Candlestick mesh with andleFire Niagara fire effect

  • CandleFire — Niagara VFX system with animated flame sprites (Fountain emitter, Sprite Renderer)

Drop either Blueprint directly into your scene — fire animates automatically in both editor viewport and at runtime. No setup required.

🕯️ Features

  • 4 LODs per mesh (LOD 0–3) — auto-computed screen-size transitions

  • Custom collision on all meshes (UseSimpleAsComplex; 1–4 primitives per mesh)

  • 2 UV channels: UV0 for textures, UV1 for lightmaps

  • 16 Materials: 2 Master Materials + 13 Material Instances + 1 VFX Material (M_FireSprite)

  • Per-instance Vector parameters: Color Tint & Normal Strength

  • Full PBR texture set per mesh: Albedo, Normal, Roughness, Metalness — 2048×2048

  • Nanite disabled — compatible with all rendering pipelines including Mobile and Forward Shading

  • No C++ code, no external plugins required

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