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Stylized Carpathian Village

Price range: €21.99 through €43.99
Trailer · 41 s · rendered in Unreal Engine 5.8 with the assets of the pack. Created with AI. Watch in 1080p

What you get

  • Native project — Unreal Engine 5.8 — opens as a project, with demo maps. Built and tested here.
  • Exchange formats — GLB + FBX for other engines and 3D tools — meters, Y-up, one file per LOD, UCX_ collision. You do the import.
  • Not tested — Unreal versions before 5.8 (the project will not open — use the exchange formats), and engine-specific setup beyond import.

Try it in your browserWalk through 4 demo scenes · 250 MB to enter, then it is cached · keyboard and mouse, or touch controls on phones and tablets · the largest scene is 176 MB, Wi-Fi recommended

Explore every asset in 3D203 assets · rotate, zoom, view in AR on mobile · real-world size and triangle counts · loads one model at a time

Download the free sampler4 assets · 88 MB · no sign-up

See it move

The graveyardCrypt, mausoleum, gargoyles, lit lanterns
The villageStone-and-timber houses, wrought-iron fences
Inside the churchAltar, pews, candelabra, holy water font

Not sure it fits your project? Write to support@ornebrume.com before buying — we answer within two working days, and we would rather lose a sale than process a refund.

60 gothic props + 143 architecture and landscape meshes. A complete Carpathian village with private courtyards, a chapel and graveyard. PBR, LODs, UE 5.8 + GLB/FBX.

Description

Varnogor — explore the village

The village scenes shown here are included in the current Unreal Engine download. The GLB and FBX downloads include the individual assets, without Unreal Engine demo maps.

A cobbled street leads between timber houses towards the chapel and the mountains.
Enter Varnogor
The village layout, its square, houses and enclosed yards, seen from above.
One village, many paths
The village well, framed by timber houses and the chapel.
At the heart of the square
The stone chapel and its bell tower stand against the mountain backdrop.
The chapel above the village
Inside the nave: stone arches, timber benches and light through tall windows.
Beyond the chapel doors
The walled graveyard, its crypts and graves beside the chapel.
Where the village falls silent
An assembled timber house and its enclosed yard beside the village square.
Houses with their own yards
A timber stair, floor and landing inside the assembled house.
Step inside

Buy today and you get it: a corrected or extended version of a kit you own is a free download from the same link (section 8 of the licence). Follow what we are building.

Varnogor is a Carpathian realm of Ornebrume. Follow the cobbled street to a village of timber houses, private courtyards and a stone chapel. Beyond its nine-sided apse, a walled graveyard gives way to the forest and the mountains.

60 stylized props and a 143-piece Carpathian architecture and landscape collection, painted in muted earthy colors with deep red accents and worn, carved details, for gothic horror, vampire-hunting and dark-fantasy RPG games. Every asset is at real-world scale, with 1/2/3/4 levels of detail, PBR textures, collision and 3 color variations, plus an overview map and 6 demo maps that show the pieces assembled.

INCLUDED • Graveyard and crypts (16): Vampire Coffin, Gothic Crypt Entrance, Small Mausoleum, Stone Sarcophagus, Gargoyle Statue, Stone Angel Statue, Rounded Tombstone, Stone Grave Cross, Roofed Wooden Grave Cross, Broken Gravestone, Grave Mound, Ossuary Bone Pile, Skull with Candle Stub (unlit) and 3 more • Village church (10): Church Bell in Wooden Frame, Church Pew, Stone Altar, Confessional Booth, Lectern with Closed Tome, Holy Water Font, Iron Floor Candelabrum (unlit), Wooden Crucifix, Prayer Book, Hand Bell • Vampire hunter’s gear (12): Vampire Hunter’s Wagon, Stake and Mallet Rack, Bundle of Wooden Stakes, Silver-Tipped Stake, Silver Dagger in Sheath, Holy Water Flask, Bowl of Garlic, Hunter’s Journal, Iron-Bound Chest with Padlock, Iron Strongbox, Coin Pouch, Wolf Skull Plaque • Village and herbalist (15): Carved Wooden Village Gate, Wayside Cross Shrine, Roofed Stone Well, Anvil on Stump with Hammer, Grindstone, Grape Press, Iron Cauldron, Apothecary Shelf, Herbalist’s Work Table, Clay Potion Bottles on Tray, Stone Mortar and Pestle, Carved Raven Figurine, Pumpkin Pile and 2 more • Dark forest (7): Twisted Dead Tree, Dead Tree Stump, Fallen Tree Trunk, Earth Mound with Roots, Rock Outcrop, Mossy Rocks, Pale Mushroom Cluster • Village walls, floors and stairs (37): Cemetery Stone Wall 2 m, house stairs, house stairs b, inn stairs, plank floor 100 300, plank floor 200 200, plank floor 200 300, Plank Floor 3 x 3 m, plank floor 300 200, plank floor 300 stairwell, plank floor 300 stairwell b, plank floor 300 stairwell c and 25 more • Roofs, ridges and spires (27): apse hip set, bell turret hip set, Roof Ridge Cap 3 m, roof ridge plain 100, roof ridge plain 200, roof ridge plain 300, shingle panel 100 offset 150, shingle panel 200 offset 150, shingle panel 300 offset 0, shingle panel 300 offset 0 b, shingle panel 300 offset 0 c and 16 more • Chapel masonry, windows and doors (32): apse arch, apse wall 0, apse wall 1, apse wall 2, apse wall 3, apse wall 4, apse wall 5, apse wall 6, apse wall 7, apse wall 8, belfry string course, bell turret base, buttress tier 0, buttress tier 1, buttress tier 2, chapel apse window, chapel belfry window and 15 more • Courtyard fences and gates (29): palisade fence 108, palisade fence 108 b, palisade fence 108 c, palisade fence 125, palisade fence 135, palisade fence 135 b, palisade fence 135 c, palisade fence 166, palisade fence 181, palisade fence 186, palisade fence 188, palisade fence 189 and 17 more • Landscape and village surfaces (18): cobblestone patch 300 a, cobblestone patch 300 b, cobblestone patch 300 c, dry grass clump 00, dry grass clump 01, dry grass clump 02, dry grass clump 03, lantern bracket post, mountain backdrop, sapin jeu 00, sapin jeu 01, sapin jeu 02, sapin jeu 03 and 5 more

HOW TO USE • Unreal Engine 5.8: add the pack to your project — everything is in Content/StylizedCarpathianVillage. Open Maps/Overview to see every asset with its name, or a demo map (Maps/Demo_Chapel, Maps/Demo_ChapelExterior, Maps/Demo_Graveyard, Maps/Demo_KitAssembly, Maps/Demo_Village, Maps/Demo_VillageStreet) to see them assembled. Drag the props into your level: collision and LODs are already set. • Lit versions: drag a Blueprints/BP_…Lit actor (BP_CandelabraLit, BP_IronLanternLit, BP_SkullCandleLit) into your level instead of the unlit mesh: its flame and its light come with it; intensity (candelas) and attenuation radius are on its Light component. • Color variations: select a placed prop and set Custom Primitive Data Defaults in its Details panel (or Set Custom Primitive Data Float at runtime): 0 Desaturation, 1 Darkening, 2 Roughness offset, 4–6 Tint offset (RGB). Weathered = 0.55, -0.08, 0.2, tint 0 / 0.03 / 0.08; Dark = -0.1, 0.68, -0.1, tint 0 / 0.12 / 0.22. Left at 0, a prop keeps its natural colors. • Other engines and 3D tools: use the GLB or FBX files (meters, Y-up, one file per asset holding every LOD, UCX_ collision, maps embedded); the Weathered and Dark looks travel inside each .glb as standard material variants (KHR_materials_variants).

TECHNICAL DETAILS • Unique meshes: 203 (60 props and 143 procedural architecture / landscape meshes). Lit Blueprint variants and repeated scene placements are counted separately. • Scale: metres at source, centimetres in Unreal. Architecture uses measured assembly pivots; roof panels pivot at the eaves and door leaves at the hinges. The distant mountain ring spans 3 km and is shown at 0.003 scale in Overview only. Its demo instance remains at native scale. • Triangles: LOD0 36–37,065 · LOD1 19–23,880 · LOD2 46–12,786 · LOD3 22–5,976 (budget set by real-world size) • LODs: 6 meshes with 1 LOD, 3 meshes with 2 LODs, 5 meshes with 3 LODs, 189 meshes with 4 LODs. Architecture uses per-mesh screen sizes; conifers use 1.0 / 0.25 / 0.12 / 0.045. See the per-asset README table. • Collision: convex UCX hulls for the 60 props; per-poly collision for architecture, including actual openings and staircase holes; trunk capsules for conifers in Unreal. Grass instances have collision disabled in the demos. Closed shutters remain closed by design. • Lightmap UVs: channel 1 on every LOD • Nanite is disabled. No performance target, foliage wind system or platform frame rate is claimed. • Materials: 5 master materials, 798 material instances (one per LOD, plus 15 for the demo surfaces) • Textures: 2,264 — PBR metal/roughness: base color (sRGB) and a packed ORM map (occlusion, roughness, metallic); normal maps on 696 of the 783 LODs, where they measurably improve the shading in Unreal • Texture resolution: props LOD0 2048 / LOD1 1024 / LOD2 512–1024 / LOD3 256–512 px; modular pieces 256–2048 / 512–2048 / 256–2048 / 256–2048 px • Color variations: Natural, Weathered and Dark for every prop, set per placed actor (Custom Primitive Data); all LODs follow • Lit versions: 3 Blueprints (BP_CandelabraLit, BP_IronLanternLit, BP_SkullCandleLit) in Blueprints/ — the prop, an emissive flame mesh on each wick and a point light set in candelas, ready to place; no code • Maps: 7 — Overview and 6 demo maps (Demo_Chapel, Demo_ChapelExterior, Demo_Graveyard, Demo_KitAssembly, Demo_Village, Demo_VillageStreet), built only from the included assets; lit by Lumen, with no precomputed lighting (nothing to build); each map carries its own post-process settings • Unreal Engine: 5.8 (the project does not open in earlier versions — use the GLB or FBX files there) • Additional formats: glTF 2.0 (.glb) and FBX, meters, one file per asset with every LOD, collision named UCX_; normal maps in OpenGL convention (flip green for DirectX-convention engines — the Unreal project is already set up) • Supported development platforms: Windows, Mac, Linux (content only: no code, no plugin) • Clean geometry, checked on all 240 LODs of the 60 props: no holes (0 open edges); no loose fragments; consistent shading normals (under 1% of faces) • Tested in Unreal Engine 5.8 before release: every asset rendered and measured in the engine (scale, pivot, LODs, collision, normal maps); each doorway of the modular kit crossed by a character footprint (0.70 x 1.80 m), the walls around it solid; the lit versions placed in the demo maps. Not tested: performance budgets on specific platforms • Documentation: this description; a README in the GLB/FBX download lists every asset with its size, triangles and texture sizes

Not included: characters or creatures, animations, sounds, particle effects (the flames of the lit versions are emissive meshes), gameplay Blueprints or code.

Created with AI: the source images and 3D shapes of the 60 props were generated with AI tools licensed for commercial use, then processed with our own production tools. The architecture, landscape meshes and flame geometry are built procedurally in Blender using scripts written with AI assistance. No text-to-3D or image-to-3D model was used to produce their geometry. Materials and textures are described separately from geometry; this is not a claim that the production used no AI.

Additional information

License

Standard, Professional

Engine

Unreal Engine 5.8

Other formats

glTF 2.0 (.glb), FBX

Unique meshes

203

LODs

up to 4 per mesh (189 of 203 meshes)

Collision

yes, per asset

Color variations

3 (Natural, Weathered, Dark)

Lit versions

3 Blueprints (lantern, candelabrum, skull candle)

Maps included

Overview + 6 demo maps

Download size 1,840.1 MB (Unreal) · 2,453.6 MB (GLB/FBX) · 1,310.0 MB (FBX (other engines))
Created with AI

yes — models and licenses named above

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Questions we get

What is included in this update?

203 unique meshes: the 60 gothic props and 143 architecture and landscape meshes. The expanded village includes timber houses, separate courtyards, stairs and floor openings, a complete chapel with a nine-sided apse, a graveyard, conifers and ground details. Lit Blueprint variants and repeated placements are not additional unique meshes.

Which Unreal Engine version is required?

The supplied project targets Unreal Engine 5.8. It is not a project for older engine versions; use the separate GLB/FBX download to import the meshes and textures into other tools.

What does each format contain?

Unreal: organised meshes, LODs, materials, collision settings, Overview and six assembled demo maps, plus lit Blueprint variants. GLB/FBX: one file per asset holding every level of detail, with its maps embedded and, for props, a UCX collision hull in a companion file. Other engines require their own scene, lighting and collision setup.

How do the modular parts fit together?

Assembly pivots: use the supplied Unreal demos as assembly references. Wall, gable, roof and door origins serve their own joins; not every piece fits a single universal grid. A nine-panel roof and its matching hip set cover the chapel apse. The two shuttered window modules are intentionally closed.

Are the windows and doors actually open?

Door openings and the chapel arches are modelled openings. Door leaves are separate solids with hinge pivots. The timber wall window and upper-floor wall window are intentionally shown with closed shutters. A window name alone does not mean a walkable hole.

How many levels of detail does each mesh have?

LODs: 6 meshes with 1 LOD, 3 meshes with 2 LODs, 5 meshes with 3 LODs, 189 meshes with 4 LODs. Architecture uses per-mesh screen sizes; conifers use 1.0 / 0.25 / 0.12 / 0.045. See the per-asset README table.

How is collision configured?

Collision: convex UCX hulls for the 60 props; per-poly collision for architecture, including actual openings and staircase holes; trunk capsules for conifers in Unreal. Grass instances have collision disabled in the demos. Closed shutters remain closed by design.

Do the trees and grass move in the wind?

No. They are static meshes. Conifers have four LODs and trunk capsule collision in Unreal. Grass instances have collision disabled in the demo maps. Wind, motion transitions and a target frame rate are not promised.

Is the mountain backdrop a playable landscape?

It is a mesh ring of distant mountains, approximately 3 km across, used to frame the village. It is not a Landscape editing system or a proven traversal area. Overview displays a reduced copy; the actual mesh retains its native scale.

What materials and textures are included?

PBR base color and packed ORM textures, plus normal maps where supplied. The per-asset README gives the actual texture size and LOD count. Some modular pieces and vegetation share textures between LODs. Normals use the OpenGL convention.

How are the three color looks selected?

In Unreal, use Custom Primitive Data on each placed mesh for Natural, Weathered and Dark, as described in the product instructions. The lit Blueprints retain their own material setup. The model download also includes exported recolored base color maps.

Are the candles and lanterns lit?

The pack includes unlit meshes and lit Blueprint versions of the lantern, candelabrum and skull candle. These use animated emissive flame geometry and point lights. The demos also use daylight, skylight and additional interior lighting.

Which maps are included?

7 maps: Overview, Demo_VillageStreet, Demo_Village, Demo_ChapelExterior, Demo_Chapel, Demo_Graveyard and Demo_KitAssembly. The six demos share the same village composition and provide different starting points, views and lighting.

Are characters, gameplay or sounds included?

No characters, creatures, gameplay system, music or sound effects are included. Trailer sound is presentation audio. The included flame Blueprints are visual props; foliage has no wind animation.

Was AI used to make this pack?

Created with AI: the source images and 3D shapes of the 60 props were generated with AI tools licensed for commercial use, then processed with our own production tools. The architecture, landscape meshes and flame geometry are built procedurally in Blender using scripts written with AI assistance. No text-to-3D or image-to-3D model was used to produce their geometry. Materials and textures are described separately from geometry; this is not a claim that the production used no AI.

Does the update rename assets in existing projects?

No. Existing asset identifiers, archive roots and Content/StylizedCarpathianVillage are retained. A future world name changes the product title and editorial presentation, not those technical paths.

Does it support Nanite and a specific performance target?

Nanite is disabled. No performance target, foliage wind system or platform frame rate is claimed. Development targets and platform performance need testing in your own project.

How can I get help?

Write to support@ornebrume.com with your engine version and the asset or map name. For another engine, include the import format and the setting you need help with.

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