A collection of 4 Chairs for dark fantasy settings.
Includes LODs and materials for Built-in, URP, and HDRP render pipelines.Fully compatible with Built-in, URP, and HDRP. A custom material-switching utility is included (in the demo scene) to automate the conversion process, ensuring seamless integration into any 3D project.4 Dark Fantasy Chairs is a curated pack of stylized Chairs designed for dark fantasy worlds.Each Chair is optimized for real-time use and includes multiple LOD levels for performance scalability.ColliderEach chair is assigned a convex autogenerated mesh collider.Features4 ChairsDark fantasy / stylized art directionPBR materialsMultiple LODs per ChairConsistent scale and orientation for game-ready useDemo scene for preview and inspectionRender Pipeline SupportThis asset includes separate materials for:Built-in Render PipelineUniversal Render Pipeline (URP)High Definition Render Pipeline (HDRP)No project settings are modified on import.An optional editor-only helper is included to assist with material assignment in URP and HDRP.ScreenshotsAll screenshots were taken on the Built-in Render Pipeline and contain no post processing.Demo SceneA lightweight demo scene is included for preview purposes.It contains a simple camera orbit controller for inspection only and does not modify project settings or input mappings.ModelsNumber of chairs: 4Meshes per chair: 1LODs per chair: 6Approx. triangle count (LOD0): ~12,000Lowest LOD triangle count: ~1,200Scale: 1 unit = 1 meterOrientation: Z forward, Y upPivot: At baseTextures & MaterialsTexture resolution: 4K (4096×4096)Mask Map (R = Metallic, G = Occlusion, B = Edge (unused), A = Smoothness)Texture types included: Albedo / Base Color NormalPBR workflowSeparate materials provided per render pipelineCompatibilitySupported platforms: All platforms supported by UnityHDRPRender pipelines: Built-in URPAdditional NotesNo runtime scripts includedNo third-party dependenciesNo project settings are modified on importAI-generated content was used as an initial base.All assets were subsequently refined, retopologized, and textured.





