Skull Temple

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Skulls, columns, walls and other props for the creating of an evil temple

  • Supported Target Platforms
  • Supported Engine Versions


Youtube video:

Updated: new meshes (altar, bookshelf, dagger, cross), please check external link for some of the meshes. Will upload new video soon.

A temple dedicated to the human skull or some sort of evil cult.

Tris count relatively higher when compared to my other projects. The chandelier has 42 356 tris and the column with bones has 34214 tris.

Textures are big too, most of them are 4096x4096 or 2048x2048.

I did not create all the combinations of mesh/map that you can make with this assets so feel free to try changing the materials around.


  • 2 altar meshes
  • human and devil skull
  • columns and parts of columns
  • corridors and corridor intersection
  • walls
  • floor materials
  • 1 round room with cupola
  • flags
  • a few golden props and gold material for decoration
  • chandelier and candles
  • ceilings

When I started to make this pack I just wanted to make a few skull models but after some nights of work and ocular pain I ended up building an entire temple dedicated to skulls.

Created without any special Unreal Engine plugin in UE4.

External links:


Technical Details


  •  More than 45 different meshes with different material options
  • Both reusable seamless materials and mesh specific materials are used
  •  No animations

Texture Sizes:

  •  max texture size 4096x4096 depending on the significance of the material to the overall scene
  • 2048x2048
  •  candle, tilable old bricks and tilable floor texture are the smaller with 1024x1024

Collision: Yes, automatically generated

Tris Count: min is 60 (wall), max is 42.356 (chandelier with candles), more than 10 assets are above 10.000 tris count.

LODs: No

Number of Meshes: 86

Number of Materials and Material Instances: 40

Number of Textures: 100

Supported Development Platforms: PC, windows

Supported Target Build Platforms: PC, windows

Documentation: No

Important/Additional Notes:



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