Stylized Counters & Icons - 3 Tiers - AAA Quality
AnkleBreaker
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A modular stylized counter kit: AAA props, three upgrade tiers, snapping on a 1 m grid into straight runs, L-shapes and closed islands. Colliders and 18 inventory icons included.💬 Join the AnkleBreaker Community! 💬Got a question, feedback, or a feature you'd love to see? Join our Discord, we actively improve our assets based on your input, it's where we drop our latest announcements and run giveaways.👥 Discord: 👉 https://discord.gg/2D36VUmsYN🌐 Website: 👉https://anklebreaker-consulting.com🧱 Two Pieces. Any Counter. 🧱A corner and a side. That is the whole kit.Every shop counter in a game is the same thing: straight runs and turns. So that is what you get — a 1 m corner and a 2 m side, on a 1 m grid, with the pivot sitting on the grid. They snap together with Unity's own grid snapping and never need nudging into place. Line them up for a market stall. Turn one corner for an L-shaped bar. Turn four and the player can walk all the way around a closed island.🏷️ Three Tiers for Shops That Upgrade 🏷️A rustic plank trestle, a solid clad counter, a gilt showpiece with a sun medallion. Same two shapes, three levels of wealth — and the same footprint, the same grid, the same counter height.📐 The Corner Is Cut for the Customer 📐On the two finished tiers the outward corner is cut at 45°, the way a real shop counter is, so an L or a U reads as somewhere a customer stands instead of a box with a square edge. The sun medallion sits on that outward face, where it is actually seen.🔄 No Blind Side 🔄Every piece is modelled all the way round, and the sides are symmetric front to back.⚡ Cheap Enough to Fill a Street ⚡Six models, three tiers, under 1,800 triangles for the entire pack. Build a whole market row out of one tier and you are still on a single material and a single texture set.🔩 Colliders Already Fitted 🔩Every piece ships twice: once plain, once with a mesh collider shaped to the model — including the 45° cut. Drop the collider version in and the player stops at the counter instead of walking through it. No box to size by hand, no corner sticking out.🧩 Built-in, URP and HDRP — Handled for You 🧩No pink models. No black models. No manual conversion.🏷 Icons for the Build Menu, Already Rendered 🏷Every piece comes with three icons on a transparent background — ready for a shop menu, a build palette or an inventory slot. Rendered from the models themselves, under one shared light, so the whole set matches. You do not have to stage six screenshots to build your UI.🎨 Hand-Painted, Not Scanned 🎨Warm painted wood, forged iron, deep enamel and gilt brass. Stylised on purpose — it sits next to your hand-painted environments instead of fighting them.📦 What You Get 📦6 models — a corner and a side, in three tiers12 prefabs — every piece plain, and every piece with a mesh collider3 materials — one 2K texture set per tier18 inventory icons — three per piece, 256 px transparent PNG, imported as sprites1 demo scene — the six pieces, plus a straight run, an L and a U already assembledURP and HDRP upgrades, applied for you at importTriangle counts, exact dimensions and texture channels are in the Technical details below.🏪 Good For 🏪Shop and tavern interiors, market streets, RPG vendor stalls, apothecaries and blacksmiths, inn bars, cosy management and tycoon games, top-down and isometric builders.Some other of our 3D packages:--- Megapacks (Best value):📦 Stylized Melee Weapons & Shields | MEGAPACK#1📦 Stylized Workbenches | MEGAPACK#2--- Weapons & Shields:⚔️ Stylized Fantasy Greatswords & Icons⚔️ Stylized Fantasy Swords & Icons⚔️ Stylized Fantasy Spears & Icons🔨 Stylized Fantasy Tools & Icons🛡️ Stylized Fantasy Rounded Shields & Icons🛡️ Stylized Fantasy Towershields & Icons🏹 Stylized Ranged Weapons & Icons--- Environment:🪨 Stylized Fantasy Resources & Icons – Rocks💎 Stylized Fantasy Resources & Icons – Minerals--- Workbenches:⚒️ Stylized Blacksmith Workbenches & Icons⚒️ Stylized Tailor Workbenches & Icons⚒️ Stylized Grinders Workbenches & Icons⚒️ Stylized Wood Workbenches & Icons⚒️ Stylized Cooking Workbenches, Items & Icons⚒️ Stylized Engineer Workbenches & Icons⚒️ Stylized Leather Workbenches & Icons⚒️ Stylized Furnace Workbenches & Icons⚒️ Stylized Brewing Stations & Icons--- Creatures & Characters:🐐 Stylized Ibex | Animations & Icons🧌 Stylized Goblin Archer & Warrior📐 Models 📐 — six FBX, one mesh and one material eachCounter_Corner_T1 — 272 triangles · 508 vertices · 1.00 × 1.00 m footprint · 1.02 m highCounter_Side_T1 — 314 triangles · 546 vertices · 2.00 × 1.00 m footprint · 1.02 m highCounter_Corner_T2 — 149 triangles · 189 vertices · 1.00 × 1.00 m footprint · 1.00 m highCounter_Side_T2 — 364 triangles · 504 vertices · 2.00 × 1.00 m footprint · 1.00 m highCounter_Corner_T3 — 397 triangles · 580 vertices · 1.00 × 1.00 m footprint · 1.00 m highCounter_Side_T3 — 240 triangles · 436 vertices · 2.00 × 1.00 m footprint · 1.00 m highTotal — 1,736 triangles · 2,763 vertices · 3 materials, one per tierTier 1 is an open plank trestle with forged nails and a stretcher; Tier 2 is a closed counter with vertical cladding, a moulded top and a plinth; Tier 3 adds a lacquered top with a gold fillet, panelled facades and the sun medallion.📏 Grid, Pivots and Real-World Scale 📏Everything is built on a 1 m grid. A corner fills one cell; a side fills two.Pivots sit on the grid, at the centre of the piece's first 1 × 1 m cell — so Unity's grid snapping places pieces flush with no manual offset.The corners of Tiers 2 and 3 are cut at 45° on the outward angle. The Tier 1 corner is square.Sides are symmetric front to back (facing area matches within 0.3 %), so a closed island has no blind face.📦 Package Contents 📦6 FBX models · 12 prefabs · 3 materials · 7 textures · 18 icon sprites · 1 demo sceneURP and HDRP upgrade packages, plus the editor tool that applies them🔩 Prefabs 🔩6 plain prefabs, one per model. Root transform at exact identity — position, rotation and scale — so instances land where you put them.6 collider variants, same naming with a _Collider suffix. Each carries a non-convex Mesh Collider on the model's own mesh, so the 45° cut and the plinth are part of the collision, not approximated by a box.The demo scene shows the six pieces in a row, plus three assemblies already built from them: a 5 m straight run in Tier 1, a 3 × 3 m L in Tier 2, and a 4 × 3 m U in Tier 3.🖼️ Textures 🖼️ — one set per tier, all 2048 × 2048Albedo (_A) — RGB, sRGB. Hand-painted.Metallic / Smoothness (_MS) — RGBA, linear. R = metallic, G = ambient occlusion, B = unused, A = smoothness. Wired as both the metallic map and the occlusion map. One file serves all three pipelines — HDRP reads the same texture as a mask map.Panel mask (T_Counter_T3_Mask) — a greyscale zone mask covering the two facade panels of the Tier 3 pieces, for tinting, decals or swapping those panels. It is shipped deliberately and is not wired into the material; nothing breaks if you ignore it.No normal maps. The stylised shading is carried by the albedo and the smoothness channel.🖼 Inventory Icons 🖼 — 18 sprites, three per model256 × 256 PNG, RGBA, fully transparent background. No baked plate, no shadow, no backdrop — they drop straight into a slot on any background.Three angles per piece: Icon (three-quarter), Flipped (mirrored) and Face (front). The root angle sits in Icons, the other two in Icons/Flipped and Icons/Face.Imported as Sprite (2D and UI), single mode, centre pivot, 100 pixels per unit, alpha is transparency, mipmaps off, bilinear, clamp.Every icon is centred and framed to the same rule, with an 8 px minimum margin on all four sides, so a row of them lines up without per-icon nudging.All six models are lit by one shared rig, so the set reads as one family rather than six separate renders.🧩 Render Pipelines 🧩The shipped materials use the Built-in Standard shader.URP and HDRP upgrades are bundled inside the package. On import the pipeline is detected and the matching upgrade is offered; accepting it swaps the materials to Universal Render Pipeline/Lit or HDRP/Lit. Built-in needs nothing and is left alone.Tools > AnkleBreaker > Apply Render Pipeline Upgrade replays it at any time.The meshes and textures themselves are pipeline-agnostic.📐 Geometry 📐One mesh, one sub-mesh, one material per model. Normals and tangents present.UV0 only — no lightmap UV set. Tick Generate Lightmap UVs in the importer if you bake.No vertex colours, no LODs, no rig, no skinning, no animation.Source FBX: FBX SDK 2020.3.8, authored in centimetres. The importer scale factor is set explicitly to 0.01, so every piece arrives at true metre scale.

