Low Poly Mine Props Pack - 100+ Mining Assets
KOFT
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107 stylized mining props - carts, rails, lanterns, tools, crates, barrels, signs and ore. Real-world scale, quad-dominant meshes, URP prefabs with colliders, three demo scenes.Built and tested with URP 17.3 (Unity 6). Meshes and PNG textures are pipeline-agnostic; only the materials are URP/Lit, so in Built-in or HDRP they appear pink until converted - reassign each prop's _Albedo and _Normal texture, or use Edit > Rendering > Materials > Convert. No custom shaders. Albedo + normal only, no metallic/roughness/AO. The demo scene's post-processing Volume is URP-only.STYLIZED MINE PROPS PACK107 game-ready static props for mines, quarries, forges and crafting games.Stylized cartoon look, low poly, mobile friendly.WHAT'S INSIDE 17 Tools pickaxes, shovels, jackhammers, anvils, toolboxes, surveyor 14 Safety & signs caution boards, barricades, helmets, respirators, medkit 13 Ores & ingots gold/copper ore, rock, ingots, emberstone, shards 12 Lighting lanterns, torches, braziers, beacons, string lights 11 Carts & rails mine carts, rail tracks, wheelbarrow, ore crusher 11 Containers barrels, crates, chests, buckets, brewing vat 11 Structures mine entrances, archways, workbenches, forges, ladder 8 Ropes & rigging coiled rope, cable reel, pulley, crane, chain barrier 7 Nature & decor mushrooms, rock spires, fossil slab, pond 3 Explosives dynamite barrel, detonator, blast crateREAL-WORLD SCALEEvery prop is scaled to real size, so a pickaxe, a mine cart and a 4 m mineentrance sit next to each other at believable proportions. Prefab root scaleis 1 - the size lives in the model, not in a scale hack you have to undo.EVEN TEXEL DENSITYTexture size is chosen per prop from its real-world size, not fixed at one numberfor the whole pack. A 30 cm ingot gets 512, a 4 m mine entrance gets 4096, sonothing looks soft next to its neighbour and nothing wastes memory.LIT PROPS19 props carry a second emissive "_Glass" material on their glass and emberparts - lantern panes, brazier coals, beacon domes, helmet visors. 12 lightingprops also include a small child point light named "Glow". Tone the emissiondown, or set it to black, or delete the light - all without touching the mesh.RENDER PIPELINEBuilt for URP (URP/Lit, tested on Unity 6 / URP 17.3). FBX meshes and PNGtextures are pipeline-agnostic - Built-in and HDRP users can re-assign thealbedo and normal textures to their own shader, or useEdit > Rendering > Materials > Convert.SUPPORTkoftework@gmail.com- 107 unique props, 107 meshes (one mesh per prop)- 451,208 triangles total; 1,212 - 11,182 per prop (average 4,216)- 622 - 5,601 vertices per prop (average 2,210)- Quad-dominant topology (95.5% quads pack-wide, 2.6% of vertices with 5+ edges, no n-gons)- Textures: 107 albedo + 107 normal PNG, lossless, no JPG. Size is picked per prop from its real-world scale so texel density stays even across the pack: albedo 512 (36), 1024 (37), 2048 (26), 4096 (8); normal 512 (48), 1024 (37), 2048 (14), 4096 (8)- 127 URP/Lit materials (107 base + 19 emissive glass/ember + 1 demo ground)- 107 prefabs, each with a mesh collider- 12 lighting props include a removable child point light- Props are scaled to real-world size; prefab root scale is 1- 3 demo scenes (lit layout + flat-lit catalogue + dressed mine site)- Render pipeline: URP (Unity 6 / URP 17.3). FBX + PNG are pipeline-agnostic.- Rigging: none (static props). Animations: none. LODs: none.AI was used to generate the base 3D meshes and their initial textures(text/image-to-3D generation). Everything after that was done with standardDCC tools and by hand:- Meshes were retopologised in Blender to quad-dominant topology, cleaned up, re-UV mapped and, where needed, rebuilt or replaced by hand-modelled versions.- Textures were re-baked from the original meshes onto the new UVs and exported as lossless PNG at a per-prop resolution chosen from the prop's real-world size (albedo 512-4096, normal 512-4096). No AI upscaling or AI texture filtering was applied to the shipped textures.- Materials, prefabs, mesh colliders, real-world scaling, the emissive glass setup, the lighting props and all three demo scenes were authored in Unity.No AI-generated code, audio or text is included in the package.




