Medieval Village: Unity Engine 5 Documentation

Getting Started

Overview

Medieval Village is a AAA quality environment pack with over 200 assets to create a historic scene. Houses can be built using both modular & hyper modular pieces to create a multi-level interior and exterior building. Populate your medieval world with over 80 props ranging from pottery to a garden carrot.

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File Structure

Animation

  • Camera promo animation

Audio

  • Contains 2 ambient world sounds

Models

  • Contains all FBX assets (Over 200 models!!)

Materials

  • Contains all materials generated from models based on consistent material naming structure

Prefabs

  • Contains all standard props with collision and tuned LODs

House Pieces

  • Contains all standard modular parts

House Details

  • Contains all hyper modular parts and house adds ons

Pre-made Houses

  • Contains over 120 pre built house examples.

Level Chunks

  • Contains large prefabs of our demo scene

Scenes

  • Contains 2 scenes. 1 large Demo scene built to look like a full town and show off the assets in the world. 1 Asset scene where all the assets are laid out nicely for easy viewing.

Terrain

  • Holds the terrain textures

Textures

  • Contains all textures in TGA format(Over 250 textures in total)

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File Structure

Animation

  • Camera promo animation

Audio

  • Contains ambient world sounds

Models

  • Contains all FBX assets (Over 200 models!!)

Materials

  • Contains all materials generated from models based on consistent material naming structure

Prefabs

House Parts

  • Contains all standard modular parts

Completed Houses

  • Contains a few examples of Houses you can make with the floor chunks

Foundation

  • Contains the modular foundation parts.

Props

  • Contains all props in the package.

Scenes

  • Contains 2 scenes. 1 large Demo scene built to look like a full town and show off the assets in the world. 1 Asset scene where all the assets are laid out nicely for easy viewing.

Terrain

  • Holds the terrain textures

Textures

  • Contains all textures in TGA format(Over 250 textures in total)

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Package Breakdown

Houses

Hyper Modular


What is hyper modular?

Hyper modular is lego-like pieces that are broken up on a panel by panel basis. This allows for very customized looks to a building. There’s a ton of benefits to using this method but a few downsides as well.

 

MedievalVillage_ModularHyper

 

Using Hyper Modular pieces gives you the freedom to create hundreds, if not thousands of combinations. However, this can also cause quite a few problems with pieces lining up properly in every situation. To counter this, we created a basic size system that follows UE4’s grid snapping system of 1 decimeter or 10 units.

 

Our walls, windows, floors and roof pieces are generally built in intervals of .5 meters(50 units in UE4s grid). We have created a wide variety of heights, depths, and lengths to give you full control of your customized building.

 

Some size examples are:

 

1×1 – 1×1.5 – 1×3 – 1×4 – 2×1 – 2×1.5

 

The pack comes with 100+ assets of modular pieces and most come with 2-7 variations to help break up any noticeable patterns.

 

Main downside to modular system:

  1. There’s a lot more work to complete a building. To create a building can become quite complex as there’s tons of pieces needed. Changes to a small section may cause a ripple effect to other areas of a building.
  2. It creates more drawcalls and can be heavy on performance depending on the level layout. A building may contain 50 or more assets and may cause a slowdown on the CPU. To balance this, we have included LODs to draw out each piece quicker. It is important to include occlusion culling to help further optimize these buildings.

 

Standard Modular

Standard Modular pieces come in bigger pieces of entire floor sections. There’s 3 main sections: main, floor, and roof with over a dozen different layout sizes. The main floor has a door entrance and mid sections usually have more windows.

MedievalVillage_ModularStandard

 

It’s very simple to create a 3-4 story building with just a main, mid, and roof pieces. This can help with greyblocking, simplifying levels, and also save on performance.

 

Layout sizes vary on interval of 2 meters starting at 6×6 to 12×12. There’s also all the possible sizes in between such as 6×6, 6×8, 6×10 and 6×12.

 

Interiors

All hyper and standard modular buildings come built double sided. This allows for easy access into interiors and visual changes such as creating fully transparent windows showing the inside of a building.

 

We have made floor sizes for every potential sized buildings. This allows for quick and easy capping of a floor. To create staircases, we have provided a staircase and stair platform asset. These combined can create a straight, angle, or completely spiraled staircase.

 

MedievalVillage_Stairs

In order to create a floor opening, we have provided dozens of small floor sizes. We recommend using the floor chunks provided or using BSP brushes. We do not recommend you scale the assets as this will cause texture distortion.

*Disclaimer* There’s no real best method for creating interior floors with staircases that meets all the different needs of our customers. This is the best middle ground we have found so far and if you have any suggestions or feedback we would love to hear them.

 

Helpful tips For Houses

 

We have provided a lot of house pieces and there’s a large variety of ways to mix and match them. Here’s some helpful tips when making your own buildings to further enhance this pack.

 

1) Use a combination of hyper modular, and standard modular. You can easily mix a modular main floor and use hyper modular pieces to build out the mid and roof sections.

 

2) Intersect pieces if you do not plan to allow the player inside. Intersecting modular or hyper modular pieces can create some interesting shapes quickly and easily.

 

3) Replace the plaster and wood on the buildings to create even more variety. This pack contains brick, yellow stucco, different wood frames that can replace the default materials. Experiment with different materials until you get a desired look.

MedievalVillage_PaintVariations

 

4) Use prefabs for completed or groups for buildings. This will allow you to grab the whole prefab to place in other areas of your level. We focused on making sure the modular parts worked seamlessly with Unity’s prefabs.

 

MedievalVillage_Windows

5) Use the variations for hyper modular pieces to break up repeated sections. Make sure to look into each variety provided for the specified dimensions to help break up monotonous areas.

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Props

House Props

There’s a large variety of additional props that are used as an extension for the building frames. Assets such as support beams, extension beams, foundation pieces, roof extensions awnings, house lights, and stairs can all help create a truly unique look for your building.

 

Standard Props

We have dozens of additional props to help build up the streets of your game. We wanted to tackle the kinds of themes you would see in a medieval world, and created mini sets of props based on those themes.

Street Props: fences, steps, crates, street lamps, barrels, etc.
Workshops: 9 different store signs, blacksmith gear, etc.
Nature: Bushes, Trees, grass, etc.
Farming Props: plough, tomatoes, grain sack, trough, etc.

Festival: banners, tents, kegs, tableware, etc.

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Terrain

The 4 terrain textures come with full PBR maps. For the demo level, we used the standard Unity terrain to help provide the necessary texture maps that would work with other Unity tools in the marketplace.

There are some basic shader parameters for each texture such as specular, roughness, and UV scale.

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FAQs

FAQs

How tall can I make the houses?

There’s no limit, provided you have the “Main” as the lowest part and “Top” as the highest part. We recommend you do not go any higher than 4 storeys as it would start looking a little strange. Physically, these kinds of wood based structures would not go above 5+ storeys as the wood frame would collapse under the weight.

Why do some objects have LODs/Collision, while others don’t?

In some cases where the model should never be reached by a character, shouldn’t interact with it, or is simply too small, we felt it unnecessary to create collision. As for LODs, we do not include any for models under 500 tris.

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Support