Ruined Stone Well | 3D Asset
This environment asset of an old ruined destroyed stone well, is great for interior damp wet caves, as well as exterior castle or medieval scenes.The package uses the Unity post processing v2 (free)This is used so that the ACES volor Viewtransform can be used.com.unity.postprocessingRuined Stone Well |3D AssetThis environment asset of an old ruined destroyed stone well, is great for interior damp wet caves, as well as exterior castle or medieval scenes.I also aimed to make this asset fit well within the Quixel Megascans asset collection [ Collections/Environment/Natural/Wetland ]There are 3 texture variations includedStoneStone_MossDryStone_MossWetPrefabs are setup and ready to goAlbedo textures use ACES color science for more accurate colors and tones, a richer, more cinematic feel, to enable this its simple:Set your project color space in player settings to linear (not gamma)Then its just a matter of making sure you have the free Unity post processing installed and working(com.unity.postprocessing)We provide you with an ACES view transform Post Process Profile so you dont have to stress.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 systemProperly 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 ratioAll textures are 4KPBR and Metal-Rough workflowThe 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 rendererDesigned for current and next gen technology.Great for Texture Streaming technology.Great for Meshlet / Nanite technology.PolycountLod 0 = 776 K Tri'sLod 1 = 388 K Tri'sLod 2 = 194 K Tri'sLod 3 = 97 K Tri'sLod 4 = 48 K Tri'sLod 5 = 24 K Tri'sLod 6 = 12 K Tri'sPolycount 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.