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.








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: 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.



















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