Ruined Stone Well |3D Asset
I have included different versions to fit your specific use case.
So this asset will work for any situation you can think of. Real-Time and Offline Rendering, Games, Concept Art, CGI.
- FBX format so it will work in any modern software
- Real World Scale 3.72 m(L) x 3.48 m(W) x 0.92 m(H)
- Properly Set Pivots and designed to be part of a modular system
- Properly authored uv's in the 0-1 space (single tile for the whole asset)
- All versions are carefully curated, so that they share the same UV's, which means the same textures will work on all versions, including the lod's and proxies.
- Textures are in standard .tif format for their superior quality AND excellent compression ratio
- PBR and Metal-Rough workflow (note that this particular asset does not have any metal parts, so while I did include a black metalness map for simplicity, its more economical to use a float value of zero in the shader/material rather than using the provided metalness map)
- I also aimed to make this fit well with the Quixel Megascans asset collection [ Collections/Environment/Natural/Wetland ]
- The concept art and cgi versions have proxy meshes included and are in the PROXY folder, they also have a high version and a low version.
- The game version has 7 levels of detail, plus a mesh collider so you can pick and choose what you need for your use case.
- The meshes are all properly triangulated, again this is so they will remain consistent across every software and renderer
- Designed for current and next gen technology.
- Great for Texture Streaming technology.
- Great for Meshlet / Nanite technology.
There are 3 texture variations included
- Stone
- Stone_MossDry
- Stone_MossWet
- I also included a Moss mask in case you wanted to use it for scattering
Each texture variation comes in 4K and 8K.
Polycount
- Lod 0 = 776 K Tri's
- Lod 1 = 388 K Tri's
- Lod 2 = 194 K Tri's
- Lod 3 = 97 K Tri's
- Lod 4 = 48 K Tri's
- Lod 5 = 24 K Tri's
- Lod 6 = 12 K Tri's
Polycount is better measured in triangles (or Tri's) as a performance benchmark But if your used to using polycount to judge your models, you can get a rough idea of how many polys by just taking the tri count and halving it.
Also it is not recommended to use all 7 lod levels, that would likely cause too much overhead, instead it's best for you to pick and choose; and only use the levels that are necessary for your project.
If there is anything else you need that I havent included please get in touch and I will do my best to incorporate it in the next update if it's feasible.
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