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Stylized Slavic Village Props

Price range: €12.99 through €25.99
Trailer · 27 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.

Explore every asset in 3D70 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 · 81 MB · no sign-up

See it move

The villageIsbas, carved gate, fence, beehives
Inside the isbaThe great stove, the loom, the table
Baba Yaga's yardThe hut on chicken legs, the mortar, the skull lantern

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 stylized Slavic folk props + a 10-piece modular isba kit: 4 LODs, PBR, collision, 3 color variations, 3 demo maps. Unreal Engine 5.8 project + GLB/FBX.

Description

Bring a Slavic fairy tale to life: Baba Yaga’s hut on chicken legs, a warm log-cabin (isba) interior gathered around the great Russian stove, and a village with its carved gate, log bathhouse, well, beehives and hay cart.

60 stylized props and a 10-piece modular isba kit, painted in warm folk-art colors with carved details, for fantasy, RPG and folk-horror games. Every asset is at real-world scale, with 4 levels of detail, PBR textures, collision and 3 color variations, plus an overview map and 3 demo maps that show the pieces assembled.

INCLUDED • Baba Yaga’s yard (10): Witch Hut on Chicken Legs, Baba Yaga’s Mortar and Pestle, Skull Lantern, Bone Fence Post, Carved Idol Totem, Ritual Bowl, Carved Rune Door, Birch Twig Broom, Protective Amulet, Dried Herb Bundle • Isba interior (29): Russian Stove, Icon Shelf, Samovar, Spinning Wheel, Spindle and Distaff, Loom, Cradle, Painted Chest, Plank Table, Carved Stool, Birch Log Bench, Pottery Shelf, Gusli (Psaltery), Nesting Dolls, Toy Horse, Bast Shoes, Cast Iron Pot, Rolling Pin and Board, Hand Quern, Grain Sack, Wooden Spoons, Duck Ladle, Wooden Mug, Clay Milk Jug, Honey Pot, Festive Bread (Karavai), Bowl of Painted Eggs, Candle Holder (no flame), Birch Bark Box • Village and farmyard (17): Carved Village Gate, Well with Bucket, Hay Cart, Painted Sleigh, Haystack, Log Beehive, Firewood Pile, Chopping Block with Axe, Oak Barrel, Butter Churn, Wash Tub, Bathhouse Bucket, Water Yoke with Buckets, Feeding Trough, Mushroom Basket, Wooden Signpost, Carved Window Frame (Nalichnik) • Nature (4): Mossy Boulder, Fly Agaric Mushrooms, Fallen Log, Birch Stump • Modular isba kit, 3 m pieces modeled procedurally to exact dimensions (10): Log Wall 3 m, Log Wall with Window and Shutters 3 m, Log Wall with Open Window Bay 3 m (for the carved frame), Log Wall with Doorway 3 m, Log Corner Post, Plank Floor 3 x 3 m, Roof Plank Panel 3 m, Horse-Head Roof Ridge (Konek), Gable Planks 3 m, Wattle Fence 2 m

HOW TO USE • Unreal Engine 5.8: add the pack to your project — everything is in Content/StylizedSlavicVillageProps. Open Maps/Overview to see every asset with its name, or a demo map (Maps/Demo_Isba, Maps/Demo_Village, Maps/Demo_WitchYard) to see them assembled. Drag the props into your level: collision and LODs are already set. • 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 LOD, UCX_ collision) with the PBR textures of each asset; recolored base color maps for the Weathered and Dark looks are in textures/variants/.

TECHNICAL DETAILS • Unique meshes: 70 (60 props + 10 modular pieces) • Scale: real-world, 0.20 to 4.50 m; pivot centered on the ground; front facing +X in the supplied Unreal project. GLB files use metres and Y-up; some retain their native facing direction, such as the carved rune door • Triangles: LOD0 720–11,640 · LOD1 360–5,820 · LOD2 180–2,910 · LOD3 90–1,454 (budget set by real-world size) • LODs: 4 per mesh, screen sizes set by hand and halving per level (1.0 / 0.5 / 0.25 / 0.125) — Unreal’s automatic values switch to the lowest level far too early for imported LODs • Collision: a convex hull on every prop; the modular pieces collide with their own geometry (Complex as Simple), so doorways and window openings stay open • Lightmap UVs: channel 1 on every LOD • Nanite: off; the supplied meshes use classic LODs. Nanite can be enabled per mesh in projects that support it • Materials: 2 master materials, 288 material instances (one per LOD, plus 8 for the demo surfaces) • Textures: 763 — PBR metal/roughness: base color (sRGB) and a packed ORM map (occlusion, roughness, metallic); normal maps on 202 of the 280 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 1024 / 512 / 256 / 256 px • Color variations: Natural, Weathered and Dark for every prop, set per placed actor (Custom Primitive Data); all LODs follow • Maps: Overview and 3 demo maps (Demo_Isba, Demo_Village, Demo_WitchYard), 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 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. 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, visual effects (no fire or smoke effects: the candle has no flame, and the glow of the stove and lanterns in the demo maps comes from standard Unreal lights), Blueprints or code.

Created with AI: the source images and the 3D shapes of the 60 props were generated with AI models licensed for commercial use, then processed with our own tools: real-world scale, ground pivot, LODs, texture baking, collision and color variations; every LOD was checked in Unreal against its source. The 10 modular building pieces are not AI-generated: they are modeled procedurally in Blender, to exact dimensions.

Additional information

Engine

Unreal Engine 5.8

Other formats

glTF 2.0 (.glb), FBX

Unique meshes

70

LODs

4 per mesh

Collision

yes, per asset

Color variations

3 (Natural, Weathered, Dark)

Maps included

Overview + 3 demo maps

Download size 1,099.7 MB (Unreal) · 3,439.4 MB (GLB/FBX)
Created with AI

yes — models and licenses named above

License

Standard, Professional

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Questions we get

Which version of Unreal Engine do I need?

Unreal Engine 5.8. The project does not open in earlier versions; for those, use the GLB or FBX files included in the additional download.

Can I use these assets in Unity, Godot, Blender or another engine?

Yes. Every asset is also provided as glTF 2.0 (.glb) and FBX: meters, one file per LOD, collision meshes named UCX_, PBR textures for each asset. In Unity, the FBX files import as they are; the GLB files need Unity's free glTFast package. The GLB files use metres and Y-up; some retain their native facing direction. The supplied Unreal project applies the facing corrections. Normal maps use the OpenGL convention: flip the green channel for DirectX-convention engines (the Unreal project is already set up).

How many assets are included?

70 unique meshes: 60 stylized props and a 10-piece modular isba (log cabin) kit, grouped as Baba Yaga's yard (10), isba interior (29), village and farmyard (17), nature (4) and the modular kit (10).

Are LODs included, and how are they set up?

Yes, 4 LODs per mesh. Screen sizes are set by hand and halve at each level (1.0 / 0.5 / 0.25 / 0.125), because Unreal's automatic values switch to the lowest level far too early for imported LODs.

What are the triangle counts?

LOD0 720 to 11,640 triangles, LOD1 360 to 5,820, LOD2 180 to 2,910, LOD3 90 to 1,454. The budget of each asset is set by its real-world size (0.20 to 4.50 m).

Do the meshes have collision?

Yes. Every prop has a convex hull. The modular pieces collide with their own geometry (Complex as Simple), so doorways and window openings stay open.

Is Nanite enabled?

No. The supplied meshes use classic LODs with Nanite disabled. You can enable it per mesh in projects that support Nanite.

What textures and resolutions are used?

PBR metal/roughness: a base color map (sRGB) and a packed ORM map (occlusion, roughness, metallic), plus normal maps on 202 of the 280 LODs, where they measurably improve the shading in Unreal. Props: 2048 px at LOD0, 1024 at LOD1, 512 to 1024 at LOD2, 256 to 512 at LOD3. Modular pieces: 1024 / 512 / 256 / 256 px.

How do the color variations work?

Each placed prop can switch between Natural, Weathered and Dark with Custom Primitive Data, in its Details panel or at runtime with Set Custom Primitive Data Float: 0 Desaturation, 1 Darkening, 2 Roughness offset, 4 to 6 Tint offset (RGB). Left at 0, a prop keeps its natural colors. All LODs follow. For other engines, recolored base color maps for the Weathered and Dark looks are included.

Do the demo maps need a lighting build?

No. The Overview map and the three demo maps (Demo_Isba, Demo_Village, Demo_WitchYard) are lit by Lumen, with no precomputed lighting: there is nothing to build.

Are characters, animations, sounds or visual effects included?

No. The pack contains no characters or creatures, animations, sounds, visual effects, Blueprints or code. The candle has no flame; the glow of the stove and lanterns in the demo maps comes from standard Unreal lights.

Was AI used to make this pack?

Yes, and it is labeled "Created with AI". The source images and the 3D shapes of the 60 props were generated with AI models licensed for commercial use, then processed with our own tools: real-world scale, ground pivot, LODs, texture baking, collision and color variations. Every LOD was checked in Unreal against its source. The 10 modular building pieces are not AI-generated: they are modeled procedurally in Blender, to exact dimensions.

Which platforms are supported?

Windows, Mac and Linux for development. The pack is content only, with no code and no plugin.

Can I use these assets in a commercial game?

Yes, under the Fab license you choose at purchase (Personal or Professional), according to Fab's terms.

Can I request a custom prop, a variation or a matching kit?

Yes. Write to support@orbifex.studio with a short description and a reference image if you have one. We read every message and reply with what we can make and when.

How do I get help with the pack?

Write to support@orbifex.studio and include your Unreal Engine version and the name of the asset or map. We read every message.

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