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Stylized Sci-Fi Modern City

Categories Free Unity Resources

Stylized Sci-Fi Modern City

Modular Architecture and Urban Elements

The Stylized Sci-Fi Modern City package is centered around a modular construction system designed for rapid environment iteration. With 136 unique meshes, the toolkit allows for the assembly of complex urban layouts by combining architectural components such as buildings, streets, bridges, and stairs. The modular nature of the set is intended to let developers move quickly between mesh placement and material adjustment, facilitating a workflow where the broad strokes of a city level can be established before moving into the polishing phase.

The architectural assets are supported by a variety of street-level components. These include functional elements like pipes and benches, alongside more thematic additions such as holograms and billboards that establish the sci-fi aesthetic. For natural elements, the pack includes trees, while decals are provided to add surface variation and wear to the environment geometry.

Technical Optimization and Mesh Details

From a performance perspective, the assets are categorized as game-ready and optimized for production. Polygon counts across the 136 meshes range from approximately 1,000 to 11,000 triangles, maintaining a balance between visual fidelity and performance requirements. To ensure efficient rendering at various distances, the assets include Level of Detail (LOD) states. Collision is handled through custom collision meshes for the more complex assets, ensuring player interaction with the environment is accurate without the overhead of per-poly collision.

The visual quality stems from a collaboration between artist Dylan Marx and concept artist Xavier Rault. The assets utilize PBR (Physically Based Rendering) materials, which are configured to work with Unity’s Shader Graph. This setup provides controllable parameters within the materials, allowing for variations in how specific assets appear in different lighting conditions or scene contexts.

Texture Standards and Material Variations

The package includes a total of 168 textures and 94 materials/material instances. Texture resolutions are primarily set at 2048×2048 for major architectural pieces and props, with 1024×1024 used where appropriate. The material structure follows standard PBR workflows, utilizing a comprehensive suite of maps to define surface properties:

  • Base Color / Diffuse
  • Normal Maps
  • Smoothness / Roughness
  • Metallic
  • Ambient Occlusion (AO)
  • Opacity

Certain assets also feature material variations, providing more flexibility when populating large areas to avoid visual repetition. The inclusion of Opacity and Metallic maps is particularly relevant for the sci-fi theme, supporting the transparency needed for holograms and the reflective surfaces of modern urban structures.

Pipeline Compatibility and Implementation

The Stylized Sci-Fi Modern City is designed to be versatile across Unity’s modern rendering pipelines. While the package is provided as an HDRP (High Definition Render Pipeline) file by default, it includes an internal URP (Universal Render Pipeline) file that can be imported depending on the project’s requirements. The materials are built using shader graphs that natively support both of these pipelines, ensuring that the stylized aesthetic remains consistent regardless of the chosen rendering path.

The asset count totals 751 items within the unitypackage, which occupies approximately 493.4 MB of disk space. It is compatible with Unity version 2021.3.6 and newer, making it suitable for projects targeting a wide range of hardware, from mobile to high-end consoles and PC, as it is rated for all development platforms.

Practical Production Application

In a real-world production workflow, this pack functions as both a layout tool and a final art solution. The modularity of the buildings and streets means it can be used during the greyboxing phase to establish scale, while the AAA-quality props and high-resolution textures allow it to remain in the project through the final shipping build. The specific inclusion of varied props like pipes and benches allows for the ‘clutter’ pass of environment design to be handled using the same stylistic language as the primary architecture.

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