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STYLZ – Fantasy Village – Dev Community

STYLZ – Fantasy Village – Dev Community

Tsunami 23 December, 2025
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User Rating 1.33 (3 votes)

Forge your own bespoke buildings, design villages and blast down the foundations for a fantastic fantasy game in our Stylized art style STYLZ.

STYLZ – Fantasy Village v1.0 (24 Feb 2023) (Latest version)

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Description
With this pack you can:

Forge your own bespoke buildings, design villages and blast down the foundations for a fantastic fantasy game in our Stylized art style STYLZ.

Join us! Let’s build stuff together

Discord | Youtube | Twitter

This pack includes:

A high detailed, modular, Medieval Fantasy Village environment kit.

As part of our STYLZ Environment Series.

Ommiting the KriptoFX Water System; All other assets in the trailer and screenshots are included in the pack.

Models (x 250)

– Walls

– Roofs

– Windows

– Doors

– Fences

– Extensions

– Bridge

– Chimneys

– Platforms

– Iron fixtures

– Ground rocks

– Expanded foliage set including deciduous trees.

– Modular Pipes kit

– Modular Signage kit.

– Ciffs

– A modified selection of assets from our DETAILED – Fantasy Markets kit.

Building Layer Prefabs (x 50)

– Various levels and functional extensions.

Complete Building Prefabs (x 20)

– Buildings made from individual prefabs or building layers.

Demo Scenes (x 3)

– Large tightly packed village area, as seen in the trailer.

– New demo scene specifically constructed for this STYLZ kit.

– Single house as shown in the trailer

Most assets have LOD’s where appropriate.

Technical details
Tricount

Props tend to be < 1000 tris dependant on complexity and size.

Walls tend to be around 500 tris.

Roof sections tend to be around 600 tris.

Performance

Shadows & Lighting

There are a good number of point lights in each demo scene. Because of the number of per pixel shadow casting lights it is reccomended to bake your lighting and reduce the shadow draw distance. Or reduce the number of these lights until it is at a managable level.

Geometry

We have packed our demo scenes relatively densly. It is best practice to bake Occlusion Culling to increase performance and to reach 60-90+ FPS on modern hardware.

Color Space

We prefer to work in Gamma space, by default Unity used to use Gamma but has since changed to Linear. We are aware that a lot of customers may be using Linear lighting, so if you see a difference in lighting this would be the major consideration. However there is nothing special about our shaders, we just use the Standard shader and our albedo is at a middle intensity values so the assets will look perfectly beautiful in either color space.

Textures

This kit uses the Standard shader to texture all of the static architectural assets and props.

All static meshes are UV mapped though not all include bespoke UV2 maps for Lightmapping. This will need to be build in the .FBX settings.

Most if not all textures are 4096×4096 and if not appropriate for very small props; they may be 2048×2048.

We don’t use any clever bespoke shaders to keep things as simple as possible; just Unity standard built-in shader.

Texture format is .Tiff in the following composition:

1. Albedo(RGB) Alpha (A)

2. Metalness (M) Roughness (A) Ambiant Occlusion (B)

3. Normal (RGB)

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