Stylized Cauldron - 3 Tiers - AAA quality
AnkleBreaker
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A stylized cauldron station in three tiers. Pot, platform, below and more are separated meshes so you can customize it easily to fit in your game.💬 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🔥 A Cauldron You Stand On 🔥Not a pot on the floor. A place the player climbs.Stairs run up to a walkway 2.7 m above the ground, and from up there the rim of the cauldron sits at 0.55 m — waist height. A character leans over it to stir, the rail comes up to their hip, the pot handles are flush with the boards. Every measurement in this pack was chosen from that walkway, so the whole thing reads at the size a person actually uses it.🧱 Three Sizes of the Same Station 🧱Take the whole thing, or take the pot. Simple is the cauldron on its frame over the firepit — 4.1 m across, drop it in a camp, a kitchen or a hut. Station adds the platform, the stairs and the thermometer. Complete adds the rope winch and the bellows.These are three separate prefabs, not one prefab with parts switched off: what you did not take is not in your scene at all. A Simple is under 5,300 triangles where the Complete is 8,184.🏗️ Three Tiers for Workshops That Upgrade 🏗️A bare working rig. Then the cauldron gains a moulded band and cast relief. Then trim and gilding spread to every piece — lid, frame, post, winch and rail. Same silhouette, the same footprint and the same platform height on all three, so a workshop levels up without you moving anything: swap the prefab, and the room changes class.💨 The Bellows Actually Pumps 💨Every tier carries a moulded pedestal for it, and the bellows sits on that pedestal to the millimetre — it was modelled for it. It is a skinned mesh on two bones, and it ships with a looping blow cycle, a closed pose and an animator that plays them. Press Play and it is already working, before you write a line.The rope from the winch comes down onto it, and the pull handle waits at 4.25 m — reachable from the walkway. You haul from above, the fire gets its air below. It is one mechanism, and it is built like one.🥄 It Opens 🥄The lid is its own piece, so it lifts off. Inside, the pot is open and empty — drop in your own liquid surface, particle system or fluid shader — and a 3.3 m stirring spoon reaches past the middle of the pot from the rim. A tap with a turn knob drains it at the front. The demo scene ships one open exactly like that, standing in front of the others, lid on the ground, spoon standing in the empty pot.🔩 Colliders Already Fitted 🔩A cauldron is a cage: an open frame, a walkway, stairs, a railing. A box around it either seals off the stairs or lets the player wade through the pot. So the pack ships a collision mesh shaped to the structure — the surround, the pot and the stairs — and a _Collider variant of each tier with it already fitted. The player walks up and stops where the wood is. The plain prefabs stay collider-free, for anyone who brings their own.🧩 Built-in, URP and HDRP — Handled for You 🧩No pink models. No black models. No manual conversion. The pack reads your render pipeline on import and offers to set itself up. Say yes and you're done; on Built-in there is nothing to do at all. A menu item replays it whenever you want.🎨 Hand-Painted, Not Scanned 🎨Charred iron, warm painted wood, forged bands and worn brass. Stylised on purpose — it sits next to your hand-painted environments instead of fighting them. One texture atlas carries the whole station, in all three tiers.📦 What You Get 📦6 models — the station in three tiers, the bellows, the spoon, and a collision mesh15 prefabs — three tiers × three sizes, three collider variants, the collision rig on its own, and the loose pieces33 inventory icons — 256 × 256 PNG on transparency, three angles for each of the eleven prefabs3 materials — one atlas for the body, one for the thermometer glass, one for the bellows2 animation clips and an animator — the bellows pumps on Play1 demo scene — all nine assemblies in a 3 × 3 grid, tier by size, with one of them open in frontURP and HDRP upgrades, applied for you at importTriangle counts, exact dimensions and texture channels are in the Technical details below.Fits well with our other package Potion & Liquid Master used for the second video (coming soon).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 FBXCauldron_T1 / T2 / T3 — the station in three tiers: 5,632 / 6,474 / 7,538 triangles over 22 / 24 / 31 named parts.Cauldron_Bellows — 646 triangles · 1,155 vertices. Skinned mesh, 2 bones.Cauldron_Spoon — 338 triangles · 205 vertices.Cauldron_Player_Collision — 253 triangles in three parts (surround, pot, stairs). Collision geometry, never rendered.Total — 20,881 triangles across the six models · 3 materialsTier 1 is the bare working rig. Tier 2 adds a moulded band and cast relief to the cauldron itself. Tier 3 adds trim to the frame, the lid, the post, the winch and the platform rail, plus a second relief band on the pot.🔩 Prefabs 🔩 — fifteen, every root at exact identity in position, rotation and scaleNine assemblies — three tiers × three sizes. Simple (pot, frame, firepit, logs, lid, drain tap): 3,848 / 4,690 / 5,210 triangles. Station (adds the platform, the stairs, the post and the thermometer): 4,968 / 5,810 / 6,818. The full tier (adds the rope winch and the animated bellows): 6,278 / 7,120 / 8,184.They are independent prefabs, not variants with parts disabled — the geometry you did not take is absent from the scene, not hidden in it.3 collider variants — Cauldron_T1_Collider, _T2_Collider, _T3_Collider: the full tier with the collision rig nested inside.Cauldron_Collider — the rig on its own: three non-convex Mesh Colliders, no renderer, so it never draws a grey block over the model.Cauldron_Bellows and Cauldron_Spoon — the loose pieces, placeable anywhere.The base prefabs carry no colliders, so nothing has to be stripped if you bring your own physics setup.🎬 Animation 🎬The bellows is a skinned mesh on 2 bones (Bellows_fixed_part, Bellows_moving_part), Generic rig, avatar generated and valid.An_bellows_blowing — 0.93 s, looping, 30 fps.An_bellows_close_pose — the closed rest pose.A minimal AnimatorController is included and already assigned on every prefab that carries the bellows, so it pumps the moment you enter Play mode. Swap in your own controller when you want to drive it from gameplay.Nothing else in the pack is rigged or animated.🖼️ Textures 🖼️ — six PNG, two per materialBody — T_Cauldron_A / _MS, 4096 × 4096. One atlas covers the whole station, in all three tiers.Thermometer — T_Cauldron_Thermometer_A / _MS, 1024 × 1024.Bellows — T_Cauldron_Bellows_A / _MS, 1024 × 1024.Albedo (_A) — RGB, sRGB, hand-painted. The thermometer albedo carries a binary alpha for the glass pane.Metallic / Smoothness (_MS) — RGBA, linear. R = metallic, G = ambient occlusion, B = unused, A = smoothness. Wired as the metallic map and the occlusion map, so one file serves all three pipelines — HDRP reads the same texture as a mask map. The bellows carries real occlusion in G; the other two sets are white there, which is neutral.No normal maps. The stylised shading is carried by the albedo and the smoothness channel.🎭 Inventory Icons 🎭 — thirty-three PNG256 × 256, RGBA, transparent background, rendered from the prefabs themselves rather than drawn separately, so an icon and the object in the scene are the same thing.Three angles for each of the eleven prefabs — the nine assemblies plus the bellows and the spoon. Icons/ is the three-quarter view, Icons/Face/ the front, Icons/Flipped/ the mirrored three-quarter for a facing pair in a grid.Imported as sprites, ready for an inventory slot, a crafting grid or a shop list. Delete the folder if you do not need them — nothing else in the pack references it.🧪 Materials 🧪 — three, on the Built-in Standard shader as shippedM_Cauldron — opaque, covers the whole body in all three tiers.M_Cauldron_Thermometer — Cutout, alpha threshold 0.5, render queue 2450. Only the glass pane needs the alpha test, so the rest of the thermometer stays fully opaque.M_Cauldron_Bellows — opaque.🧩 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 part. Normals imported, tangents recalculated (MikkTSpace).UV0 only — no lightmap UV set. Tick Generate Lightmap UVs in the importer if you bake.No vertex colours, no LODs. The bellows is the only rigged mesh in the pack.Meshes are not marked Read/Write — the collision mesh included, since a Mesh Collider does not need it. One copy in memory instead of two.🗺️ Demo Scene 🗺️All nine assemblies laid out as a 3 × 3 grid — tiers going back, sizes going across. Read up a column to see what a tier upgrade buys you; read along a row to see what you can leave out.The grid is square because the measurements allow it: all three tiers share exactly the same envelope, so only the column decides the width of a cell, and the cauldrons line up across every row.In front of it, on its own: the full Tier 3 open — lid set down on the ground, spoon standing in the empty pot.No floor and no lighting rig beyond a key and a fill, so the scene drops into any project without dragging setup behind it.




