Astrofish Games Presents:
A DETAILED - Fantasy Markets kit. As part of our DETAILED Environment Series.
Village, Dungeon & Castle also available!You will need to convert materials for HDRP and URP as all materials use the Standard Shader from Built-In; other than that - it will work.With this pack you can:Build sprawling themed Fantasy Markets.Join us! Let's build stuff togetherDiscord | Youtube | TwitterThis pack includes:A Set of x7 themed market stalls complete with props across the following:- Magic- Butchers- Fishmonger- Hunting- Frabic- Fruit & Veg- Bakery & DairyThere are x5 texture styles for the stalls/tents and x9 built arrangements of different sized stall/tent structures for your Market.We have set dressed multiple market stalls with the set of props for each theme and these can be found in their demo scenes.All assets in the trailer and screenshots are included in the pack.An Astrofish Games Discord has been set up and we are actively building a community of like-minded creators. It would be great to meet you!Key Features -- 381 prefabs- x7 themed market stalls.- x7 sets of themed props.- x9 types of tent constructions- Assembly assets from the DETAILED - Medieval Village/Castle.Demo ScenesThere are x8 demo scenes in this kit. One for each of the market stall themes and one for the tent constructions with assembly objects.TricountBetween <100 for small props (books, fruit etc)1k - 2k for medieum size props such as broom sticks, potion bottles, furni etc1.5k - 3.5k for large props & hero assets such as the tents, sundial etc.The rule has been to increase tricount based on size, frequency of use and importance. Objects that we need lots of, such as apples have a lot less triangles whereas objects such as a telescope will have a lot more such that would be appropriate.A lot of assets have lower Lods, varying between having a Lod0, 1, and/or 2TexturesThis kit uses the Standard shader to texture all of the static architectural assets and props.All static meshes are UV mapped though do not include bespoke UV2 maps for Lightmapping. This will need to be build in the .FBX settings.Most if not all textures are 4096x4096 and if not appropriate for very small props; they may be 2048x2048.We don't use any clever bespoke shaders to keep things as simple as possible; just Unity standard built-in shader.Texture format is .Tiff in the following composition:1. Albedo(RGB) Alpha (A)2. Metalness (M) Roughness (A) Ambiant Occlusion (B)3. Normal (RGB)