Soviet Panel Block Estate — Modular Urban Kit View on Asset Store (opens in new tab)

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Latest version
V2.0.0
Last updated
First released
Unity version
6000.4.2 or later
Package size
104.7 MB
Files
2,614
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Soviet Panel Block Estate — Modular Urban Kit

by ForgeWorks (opens in new tab)

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784 modular meshes for Eastern-Bloc panel-block estates, inside and out: facades, stairwells, furnished apartments, roads, paving, props and vehicles.

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Last 6 months

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Price history for Soviet Panel Block Estate — Modular Urban Kit, 6 months Current $7.99; lowest $7.99; highest $15.98 in this period. $0 $10 $20 Sep Oct Nov Version V2.0.0 released 25 Sep 2026 v2.0.0

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Soviet Panel Block Estate — Modular Urban Kit screenshot 1

Soviet Panel Block Estate — Modular Urban Kit screenshot 1

About this asset

Soviet Panel Block Estate

Modular kit for building late-socialist
housing estates — the concrete panel blocks that fill the edges of every
Balkan city, the streets, courtyards and clutter around them, and now the
flats inside them.
The kit is not locked to one building shape. Because a facade is just a
grid of module names, you can build low slabs, narrow blocks, or two blocks
linked by a multi-storey bridge over an open ground-level passage.
Four surface finishes — raw precast concrete, ceramic mosaic cladding,
ochre repaint and pale green repaint — let neighbouring blocks read as
different buildings without new geometry.
INTERIORS
448 of the 784 meshes are interior. You can walk in the front door, up the
stairwell and into a furnished flat without leaving the pack.
The stair core: terrazzo flights and landings, steel balustrades with a
timber handrail, glass-block stairwell glazing, mailboxes, meter cupboard,
bulkhead lights, the rubbish chute, and a padded front door on every
landing. Walls carry the oil-paint dado a Bulgarian stairwell actually has
— not tile, which is the East German pattern.
The flat: a sectional wall unit in three veneers with open display bays, a
sofa-and-two-armchairs suite with its two taburetki in artificial leather,
wardrobes and case goods, beds, a gas-and-electric kitchen, a tiled
bathroom with a wall-hung geyser and a hand washing machine. Lamperia — the
varnished tongue-and-groove boarding a hall was lined with — plus wallpaper
and papered partition variants.
Appliances are modelled from factory dimensions, not from a generic idea of
a socialist kitchen: the Mraz refrigerator in its 850 mm under-counter and
1040 mm free-standing families, the Mechta electric cooker with its three
cast-iron plates and six knobs on the front apron, the Perla front-loading
automatic.
And the clutter that makes a room look lived in: the djezve and the coffee
set, jars of winter preserves, a treadle sewing machine, the lavor, icons,
crystal in the vitrine, lace on every horizontal surface.
WHAT MAKES IT LOOK ALIVE
Aftermarket air-conditioning boxes, satellite dishes bolted to every
facade, flower boxes, laundry lines, the communal carpet-beating rack in
the yard, sheet-metal lock-up garages, the concrete slab walkway that runs
from each entrance out to the street. The dressed entrance: mosaic reveal
and plinth, terrazzo steps with a dark nosing, handrail and apron.
GROUND AND ROADS
A full ground layer, not an afterthought: asphalt tiles with cracks and
patch repairs, potholes, speed bumps, precast kerbs with swept curves and
dropped crossings, road markings on separate planes so a junction can be
marked up without new road variants, concrete slab pavements in three
states of settlement, granite setts, interlocking pavers, dirt, gravel,
grass, desire paths worn across the lawns, and transition tiles so a paved
edge never just stops dead.
READY TO USE
Import, run Tools > Soviet Panel Block Estate > Set Up Pack, then Build
Demo Scene. You get the example estate — 2,509 placed objects, including a
three-storey block you can walk into — with a first-person player already
in it. Press Play and walk the street. A second scene lays out all 784
models in category rows so you can see what you have. Materials, prefabs,
box colliders and LODGroups are all made for you.
SUITABLE FOR
Third-person and first-person games, horror, survival and post-Soviet
settings, urban exploration, and anything needing believable Eastern
European or Balkan residential environments — exteriors and interiors.
The style is clean low-poly with accurate real-world proportions rather
than photoreal surfacing.

From the publisher's Asset Store listing.

Technical details

• Number of textures: 186
• Texture dimensions: 1024 x 1024 (all)
• Texture maps per material: albedo, roughness, normal
• Number of meshes: 784 (plus 784 matching LOD1 meshes = 1,568 FBX files)
• Number of prefabs: 784, shipped ready-made (materials, colliders and
LODGroups already wired - no setup step required)
• Minimum polygon count: 12 tris
• Maximum polygon count: 4,444 tris
• Average polygon count: 723 tris
• Total polygon count: 567,057 tris across all 784 meshes
• Rigging: No
• Animation count: 0
• Animation type list: None
• UV mapping: Yes - UV1 box-projected at consistent world-space density,
UV2 packed non-overlapping for lightmaps
• LOD information: 2 levels (LOD0 + LOD1) on all 784 meshes; LOD1 totals
52,171 tris against LOD0's 567,057. Most of that difference is the edge
bevel rather than decimation - LOD1 is taken before the bevel is baked in,
and bevel loops exist to catch a highlight at arm's length. The 37 panels
that carry window, door or loggia openings are NOT decimated at all:
collapse decimation has no concept of a hole and drags a vertex across the
glass. LODGroup components are already on the prefabs.
• Types of materials and texture maps: 65 PBR materials (Metallic/Roughness
workflow), albedo + roughness + normal per material; 3 are flat values
(clear glass, brass, bakelite) and carry no texture by design
• Colliders: 772 colliders sized per model, already on the prefabs.
35 are compound (jambs + head) so doorways are walk-through. The 12
without one are decals, sockets, switches and rugs, by design
• Attachment points: 34 named empties (vehicle exhausts, headlights,
taillights, street-lamp light positions)
• Vertex colours: a WindMask channel on the 9 tree, shrub and hedge meshes
(R = flex, G = phase, B = stiffness), with a Built-in RP wind shader
included. Ground grass and weed meshes are static.
• Scale: real-world metric, 1 unit = 1 metre
• Render pipeline: Built-in RP. All 65 materials use the Standard shader and
upgrade with Unity's Render Pipeline Converter for URP/HDRP; meshes,
prefabs, colliders, LODGroups and both scenes are pipeline-agnostic.
The optional foliage wind shader is a Built-in RP surface shader and does
not compile on URP/HDRP - it is not required, and the vertex-colour
channels are documented so it can be rebuilt in Shader Graph.
• Sample scenes: 2. SPBE_Demo_Estate contains 2,509 placed objects - the
estate, plus a three-storey block you can walk into: vhod, stairwell and
furnished flats - with a walkable first-person player, ready to press Play.
SPBE_Showcase lays out all 784 models in category rows at real scale.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.4.2f1 Compatible Not listed Not listed

• Render pipeline: Built-in RP. All 35 materials use the Standard shader and

upgrade with Unity's Render Pipeline Converter for URP/HDRP; meshes,

prefabs, colliders, LODGroups and the demo scene are pipeline-agnostic.

The optional foliage wind shader is a Built-in RP surface shader and does

not compile on URP/HDRP.

As listed on the Asset Store.