Japanese Town - Low Poly Kit View on Asset Store (opens in new tab)

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Japanese Town - Low Poly Kit

by TiltShift (opens in new tab)

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49 low poly models for a traditional Japanese town: machiya houses, a ryokan inn, a shrine with a pagoda, an onsen, a koi pond, modular walls, lanterns and cherry trees.

Price $19.99

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Japanese Town - Low Poly Kit screenshot 1

Japanese Town - Low Poly Kit screenshot 1

About this asset

Japanese Town is a low poly kit for building a traditional Japanese town in Unity. You get 49 models and a lighter cherry tree variant as prefabs with colliders, plus two demo scenes. Use it for stylized games set in old Japan: a street of shops and houses, a shrine or temple level, a festival street, an onsen village or a hub area.

The whole kit shares four materials, and almost every face samples one 256 × 256 palette texture. 23 of the models carry 72 kanji signs (茶屋 tea house, 御宿 inn, 酒屋 sake shop, 神社 shrine, 夏祭り summer festival and more) from one 1024 × 1024 sign atlas.

WHAT'S INCLUDED

  • 50 prefabs (49 models + SakuraTree_Lite) in 8 category folders, each with a collider and marked static
  • 50 FBX meshes, plus 4 collision meshes without the water surface for KoiPond, OnsenPool, Temizuya and Minka
  • 4 kit materials (palette, glass/water, glow, signs) and 6 demo scene materials
  • 2 PNG textures: the palette and the kanji sign atlas
  • 2 demo scenes without scripts: Demo_JapaneseTown_Village and Demo_JapaneseTown_Catalog (every prefab, grouped by category)
  • Support/BuiltInRP_Materials.unitypackage for the Built-in Render Pipeline
  • Documentation (README.md) with the triangle count and size of every model, snap steps, materials, colliders and render pipeline notes

THE 49 MODELS

Buildings (8): Machiya, MachiyaInn, MachiyaSake, Ryokan, Kura (storehouse), Minka (thatched farmhouse), Watchtower, TownGate

Shrine and temple (10): Torii, ToriiSmall, ShrineHall, Temizuya (purification pavilion), EmaRack, Komainu (pair of guardian statues), Hokora (wayside shrine), Pagoda, BellTower, TaikoDrum

Onsen (4): OnsenHouse, OnsenPool, OnsenBench, OnsenBuckets

Street props and lanterns (7): StoneLantern, YukimiLantern, FestivalLanterns, Nobori (banners), Yatai (food stall), TeaBench, Rickshaw

Modular walls, fences and paths (8): TsuijiWall, TsuijiWallCorner, TsuijiGate, WoodFence, BambooFence, StonePath, StoneSteps, SteppingStones

Water and bridges (3): KoiPond, TaikoBridge (arched drum bridge), WoodBridge

Trees and plants (4 + 1 variant): SakuraTree, SakuraTree_Lite, Bush, BushSmall, MossMound

Rocks (5): RockLarge, RockCluster, RockMedium, RockSmall, RockFlat

Some models are variants of each other. The three machiya share one house body with a tea house, inn or sake shop front. ToriiSmall is a smaller torii, OnsenBench a variant of TeaBench and BushSmall a smaller Bush.

TECHNICAL DETAILS

  • Triangles: 164 to 33,678 per model (median 4,032), 301,332 for all 49 models. SakuraTree_Lite: 13,638.
  • Heaviest models: Pagoda 33,678, SakuraTree 29,987, Ryokan 27,485, Kura 20,731, OnsenHouse 16,131. No LODs.
  • Texture maps: base color only. No normal, metallic, roughness or occlusion maps. The palette is made of flat 16 × 16 px color cells; the sign atlas has transparency.
  • Materials: 1 to 4 per model. Paper lanterns and shoji use the glow material (emission), water uses the transparent glass material.
  • Scale: 1 unit = 1 meter, Y up, front +Z. Pivot at the bottom center of each model; prefab roots at position 0, rotation 0, scale 1.
  • Colliders: 34 mesh colliders and 16 box colliders.
  • Static meshes: no rigs, animations, scripts or audio. Buildings are exteriors without furnished interiors.

MODULAR PIECES

The kit follows a 1.12 m grid. TsuijiWall and TsuijiGate are 4.48 m long, WoodFence and BambooFence 2.24 m, and StonePath tiles 2.24 × 2.24 m. StoneSteps rise 1.12 m per 2.24 m, SteppingStones repeat every 3.36 m, and the three machiya stand 5.88 m apart in a street row. Where a model's grid point is not its pivot, the prefab has an empty SnapPivot child. The documentation lists every snap step.

RENDER PIPELINES

  • URP (default): tested in Unity 6000.3.6f1 with URP 17.3. Materials use Universal Render Pipeline/Lit and Simple Lit.
  • Built-in: tested. Import Support/BuiltInRP_Materials.unitypackage to switch the same 10 material files to the Standard shader; prefabs and demo scenes keep working. Use the Linear color space. A new Built-in project starts in Gamma, where the scenes look brighter.
  • HDRP: not included and not tested. The materials use only a base map, a color, emission and alpha clipping, so HDRP's material conversion or a manual switch to HDRP/Lit should work.

DEMO SCENES

The village scene is a small town: a street of machiya, a shrine and temple on a walled terrace, an onsen, a koi garden, a stream with two bridges and a farmhouse. It is lit by a low warm sun, a procedural sky material, fog and point lights at the lanterns, all realtime with nothing baked. The ground, road, terrace and stream are Unity cubes with the demo materials.

HOW IT WAS MADE

The models were built by procedural scripts (Blender Python / Luau) that we wrote with the help of Anthropic's Claude, an AI coding assistant. No AI image or 3D generators were used. The AI description has the details.

All store images are Unity URP renders of the demo scenes in this package. The wireframe image overlays the triangle edges of the package meshes on the same kind of render. Only the cover and the card carry added text: the product name and our name.

SUPPORT

[email protected]

From the publisher's Asset Store listing.

Technical details

Compatibility:

  • Unity version: 6000.3.6f1 (Unity 6.3) or newer.
  • Render pipelines: URP (default); Built-in through the included Support/BuiltInRP_Materials.unitypackage; HDRP not included.
  • No scripts, no Package Manager dependencies.

Contents:

  • 49 models + 1 lighter variant (SakuraTree_Lite): 50 FBX files.
  • 50 prefabs in 8 category folders: Buildings 8, Shrine 10, Onsen 4, Props 7, Modular 8, Water 3, Nature 5, Rocks 5.
  • 10 materials: 4 kit materials (M_JapaneseTown_Palette, _Glass, _Glow, _Signs) and 6 demo-scene materials (M_Demo_*).
  • 2 textures, PNG: T_JapaneseTown_Palette 256 x 256, T_JapaneseTown_Signs 1024 x 1024.
  • 4 collision meshes (Models/Collision): KoiPond, OnsenPool, Temizuya, Minka.
  • 2 demo scenes: Demo_JapaneseTown_Village, Demo_JapaneseTown_Catalog.
  • Documentation: Documentation/README.md.

Geometry:

  • Triangles per model: 164 to 33,678; all 49 models: 301,332. SakuraTree_Lite: 13,638.
  • One mesh per model, 1 to 4 material slots. No LODs, rigs, animations or blend shapes.
  • Built from primitives with exact boolean operations. Overlapping coplanar faces were removed or separated; transforms are applied.

Textures and materials:

  • Palette: flat 16 x 16 px color cells, UVs at the cell centers. Import settings: Point filter, no mipmaps, clamp, uncompressed. Alpha below 1 only in the water cells.
  • Sign atlas: 72 kanji signs with transparency. Trilinear filter with mipmaps, BC7. Material: Lit with alpha clipping (cutoff 0.5).
  • Base color only: no normal, metallic, roughness or occlusion maps.
  • M_JapaneseTown_Glass: Simple Lit, transparent, no shadow casting (water).
  • M_JapaneseTown_Glow: Lit with emission (palette as emission map, intensity 0.6) for paper lanterns and shoji; raise it for a night look.

Scale, orientation and pivots:

  • 1 unit = 1 meter, Y up, front +Z.
  • Pivot at the bottom center of each model's bounding box; every model stands on y = 0.
  • Prefab roots at position 0, rotation 0, scale 1; the model is a nested child.
  • Modular grid 1.12 m. 10 prefabs have an empty SnapPivot child at their grid point (the three machiya, Ryokan, Kura, Minka, Watchtower, TownGate, TsuijiWallCorner, SteppingStones).

Colliders:

  • Every prefab has a collider and is marked static.
  • 34 prefabs: non-convex MeshCollider on the render mesh (buildings, gates, walls, stairs, bridges, large props, trees, large rocks).
  • 16 prefabs: BoxCollider matching the bounds (small props, fences, flat path tiles, bushes, small rocks).
  • KoiPond, OnsenPool, Temizuya and Minka use collision meshes without the water surface.

Demo scenes:

  • Realtime lighting only, nothing baked: directional sun, trilight ambient, exponential fog; the village scene adds point lights at the lanterns and a procedural sky material stored in the scene.
  • Lit for the Linear color space (the URP default); a Gamma project renders them brighter.
  • URP Forward renderer: 4 additional lights per object by default; the demo ground is split into tiles so the lantern lights reach it.

Models (triangles; size W x H x D in meters):

Buildings

  • Machiya: 8,147; 6.72 x 6.54 x 6.39
  • MachiyaInn: 7,063; 6.72 x 6.87 x 6.39
  • MachiyaSake: 8,817; 6.72 x 6.20 x 6.48
  • Ryokan: 27,485; 10.26 x 8.19 x 9.35
  • Kura: 20,731; 5.64 x 6.15 x 4.97
  • Minka: 8,442; 7.28 x 6.21 x 5.24
  • Watchtower: 5,328; 3.14 x 7.43 x 2.10
  • TownGate: 4,214; 5.21 x 4.75 x 2.83

Shrine and temple

  • Torii: 776; 5.86 x 5.23 x 0.78
  • ToriiSmall: 650; 2.88 x 2.50 x 0.39
  • ShrineHall: 11,095; 7.43 x 5.39 x 6.45
  • Temizuya: 940; 2.84 x 2.90 x 2.34
  • EmaRack: 3,356; 2.23 x 2.11 x 0.95
  • Komainu: 6,310; 2.46 x 1.75 x 0.81
  • Hokora: 1,569; 0.84 x 1.28 x 1.15
  • Pagoda: 33,678; 5.24 x 10.99 x 5.41
  • BellTower: 4,308; 4.45 x 4.75 x 3.72
  • TaikoDrum: 5,854; 1.68 x 1.86 x 1.31

Onsen

  • OnsenHouse: 16,131; 9.81 x 11.35 x 10.61
  • OnsenPool: 12,780; 10.44 x 1.95 x 8.86
  • OnsenBench: 2,879; 3.10 x 2.26 x 2.58
  • OnsenBuckets: 4,709; 1.91 x 1.02 x 1.27

Street props and lanterns

  • StoneLantern: 856; 1.10 x 2.01 x 0.99
  • YukimiLantern: 1,324; 1.69 x 1.51 x 1.56
  • FestivalLanterns: 4,986; 4.82 x 3.09 x 0.38
  • Nobori: 699; 3.04 x 2.76 x 0.58
  • Yatai: 3,520; 3.26 x 2.51 x 2.01
  • TeaBench: 5,578; 2.93 x 2.61 x 2.55
  • Rickshaw: 2,824; 1.40 x 1.89 x 2.75

Modular walls, fences and paths

  • TsuijiWall: 840; 4.48 x 2.07 x 1.01
  • TsuijiWallCorner: 1,361; 1.64 x 2.09 x 1.64
  • TsuijiGate: 4,091; 4.48 x 3.56 x 2.07
  • WoodFence: 246; 2.24 x 1.13 x 0.31
  • BambooFence: 1,304; 2.24 x 1.44 x 0.25
  • StonePath: 598; 2.24 x 0.09 x 2.24
  • StoneSteps: 2,300; 2.24 x 1.51 x 2.24
  • SteppingStones: 2,140; 1.13 x 0.10 x 3.29

Water and bridges

  • KoiPond: 11,403; 7.34 x 0.99 x 6.07
  • TaikoBridge: 11,317; 2.48 x 2.35 x 8.51
  • WoodBridge: 816; 1.68 x 0.90 x 4.59

Trees and plants

  • SakuraTree: 29,987; 7.28 x 4.82 x 6.81
  • SakuraTree_Lite: 13,638; 7.27 x 4.82 x 6.81
  • Bush: 4,032; 2.27 x 0.88 x 1.90
  • BushSmall: 1,424; 1.05 x 0.63 x 0.84
  • MossMound: 4,841; 3.99 x 0.59 x 3.11

Rocks

  • RockLarge: 1,514; 2.94 x 1.52 x 1.80
  • RockCluster: 6,968; 3.27 x 1.27 x 2.50
  • RockMedium: 595; 1.75 x 1.21 x 1.20
  • RockSmall: 164; 1.09 x 0.63 x 0.91
  • RockFlat: 342; 1.62 x 0.29 x 1.38

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.6f1 Compatible Compatible Not listed

Tested with Unity 6000.3.6f1 (6.3) and URP 17.3 (default): Lit and Simple Lit materials.

Built-in: tested. Import Support/BuiltInRP_Materials.unitypackage to switch to Standard; prefabs and scenes keep working. Use Linear color space.

HDRP: not included or tested; HDRP/Lit should work (only base map, color, emission, alpha clipping).

Mobile: use SakuraTree_Lite (13,638 triangles, not 29,987).

As listed on the Asset Store.