
Beschreibung
An old farm on Halloween night, complete and explorable, in a clean stylized look.
140 modular pieces
farmhouse with porch, kitchen, parlour, bedroom, pantry and root cellar
barn with stalls and hay loft, pumpkin patch, corn maze
three colour palettes, night and dusk lighting
A lonely farm on the last night of October: supper left on the table, lanterns in the windows, a scarecrow over the pumpkin patch and a ring of jack-o-lanterns burning in the middle of the corn maze. Open it and walk through it straight away, or take it apart to build your own farms, fields and mazes. Every piece snaps to a 1 m grid on 4 m modules.
Who is it for?Developers of horror, Halloween, mystery, survival and exploration games, and level designers who need a believable rural night setting fast.
What can I build?Farmhouses, barns, root cellars, pumpkin patches, corn mazes of any shape, farmyards with fences, paths and wells.
What's included140 assets: 35 exterior pieces (corn maze, ground, paths, fences, well, wagon, signpost, scarecrow, pine / oak / maple / willow / dead trees, stump, fallen log, rocks, forest and leaf ground), 35 props, 17 walls, 13 furniture, 12 vegetation (grass clumps, grass edges, dry grass, weeds, thistle, bushes, leaf scatter), 6 floors, 6 roof pieces, 5 doors, 4 light sources, 3 details (porch posts and railing, ladder), 2 ceilings, 2 stairs
Demo level: a farmhouse on a stone foundation (porch with rocking chair and carved pumpkins, kitchen with wood stove and pump sink, parlour, bedroom, pantry, stair hall and a stone root cellar below); a barn (sliding doors, stalls, workbench and tool rack, ladder to the hay loft with its swinging loft door); a pumpkin patch behind a split-rail fence with a scarecrow, a small corn maze with a ring of jack-o-lanterns at its centre, dirt lane and paths, picket-fenced yard, well, wagon, signpost; pine, oak and maple trees, bushes, grass and fallen leaves around the farm
Gameplay-ready: 16 gameplay markers (player start, notes, keys, locks, puzzles, hiding spots, exit); every marker reachable on foot (checked with a player capsule); the corn walls carry simple box collisions so the maze paths stay walkable.
Lighting: two ready scenes in Blender: Night (moonlight, jack-o-lanterns, lanterns, candles, the stove's embers) and Dusk (low amber sun, violet sky).
Palettes: HarvestNight (default), Dusk, Rot. Switch them in Blender, or use the baked texture sets in engines.
Blender 5.0 (.blend): kit + demo level; one procedural master material with editable colours, wood grain, wear and grime; light sources switch on and off per object; 18 showcase cameras; every asset marked for the Asset Browser.
FBX, per mesh part: LOD0 (bevelled), LOD1 (lighter on 105 of 145 parts) and convex collision (UCX_ naming).
glTF (.glb), per asset: embedded Base Color, ORM and normal textures.
PNG textures, per part: Base Color for each palette, ORM (AO / Roughness / Metallic) and a tangent-space normal map (OpenGL) that carries the wood grain; 1024 px for architecture, ground and large pieces, 512 px for props.
140 assets (145 mesh parts), 526,739 triangles at LOD0 and 269,072 at LOD1 in total.
Per asset: median 2,896 triangles (LOD0) / 1,266 (LOD1); range 176 – 15,426 (LOD0), the largest is the ground grass.
147 convex collision meshes (UCX_) in the FBX files; doorways and maze paths stay walkable.
One master material per asset; a separate emissive material only on flames and lit lanterns, a separate glass material only where there is glass.
1 m grid, 4 m modules. Walls 4 × 3.5 m, 0.2 m thick, centred on the grid line. Roof modules for the house (35°) and the barn (45°, tin), gables, porch roof.
Corn maze from five 4 m pieces: straight, corner, T, dead end and gap. Ground and path tiles 4 × 4 m (straight, corner, T).
Openings: house door 1.2 × 2.3 m (clear 1.16 × 2.28 m inside the jamb lining), window 1.6 × 2.0 m, barn doorway 2.0 × 2.5 m, hay-loft door, stairwell floor over the cellar stair.
Pivots: walls and floors at the corner, props at the bottom centre. Door leaves and gates are separate meshes pivoted on their hinge.
A finished, explorable farm with full interiors, a cellar, a barn loft and a walkable corn maze, not a box of loose props.
Stylized, readable art direction with no photo textures, no brands and no readable text.
Built for Halloween horror: clue chain, hiding spots, every marker reachable, walkable collisions.
Blender (.blend): 140 assets marked for the Asset Browser with previews; scenes LASTHARVEST_Night, LASTHARVEST_Dusk and LASTHARVEST_Kit; 18 cameras; materials: one procedural master material (palette copies M_HARV_Master_Dusk and M_HARV_Master_Rot included), one glass material, emissive materials for flames and lamps; no external image files; Cycles.
FBX: 145 files (one per mesh part), triangles per asset 176 – 15,426 at LOD0 (526,739 in total) and 269,072 at LOD1; LODs: 2 (LOD0 + LOD1 in each file); collision: custom convex meshes with UCX_ naming (147 in total; grass, leaves and small scatter pieces have none); one UV channel per part, unique non-overlapping layout used by the baked textures; real-world scale (1 unit = 1 m), exported with Blender's standard FBX axis settings (Y up).
glTF (.glb): 140 files, one per asset, LOD0 meshes with embedded Base Color (HarvestNight), ORM and normal textures; no collision meshes.
Textures (PNG): 725 files: Base Color × 3 palettes, ORM and normal (OpenGL, +Y) per part; 73 parts at 1024 × 1024, 72 parts at 512 × 512.
Materials in engines: one material per part (Base Color + ORM + normal); the glass and lamp faces keep their own material slot so you can assign a transparent or emissive shader.
Blender 5.0+.
FBX and glTF for Unity, Unreal Engine, Godot and other engines. Engine-specific projects (prefabs, material instances) are not included.
Blender: open the file and render. Drag single assets from the Asset Browser.
Engines: import the FBX folder, then assign the Base Color, ORM and normal textures; or drop the .glb files in.
v1.0 (2026-10-09): first release. 140 assets (145 mesh parts), demo farm level with Night and Dusk scenes, three palettes, Blender / FBX / glTF.























