Thanks a lot! Glad you like the pack!
RG Poly
Creator of
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Hey, that’s great! I’m glad it caught your eye. If you make something with it, definitely send it my way — I’d love to see it.
As for the interiors, I already have that planned. It’ll probably take around a month since I still need to finish a few other projects first, but it’s going to be another huge asset pack.
Hi, unfortunately you’ll have to assemble it yourself. I tried converting the entire scene, but it’s simply too large and the exporter can’t handle it.
The best approach is to build it street by street and combine each street into a single section. That way, you can easily connect complete streets from any side of the city later on.
Thanks a lot! As soon as I saw your comment, I sent screenshot to the rest of the team. It really motivates us! Really glad the bundle turned out to be useful for you, especially as a Godot dev! And yeah, I totally feel you on the marketing part. Making the game is often the easy part compared to getting anyone to actually notice it. 😅 Good luck with your game — I hope it gets the traction
For URP i have separate pack here: https://rg-poly.itch.io/medieval-village-megapack-low-poly-refreshed-urp
This one is newer, with more models, particles, and VFX, plus added post-processing for the scene. It’s basically a refreshed, richer version of the old version. (old one has 4 or more years already, the new one was updated around a year ago). I didnt change textures, just post processing in the scene. With the old one you can just update materials to URP, those are basics materials, so all it takes is just few clicks
For me, during my first year the most important thing was also taking notes in a notebook and studying models on my own. (Even if I didn’t always read my notes later, the act of writing them helped me remember things better and gave me time to think about what I was doing and why it worked that way). I downloaded tons of meshes just to open them and check how they were built, how the topology flowed, why certain decisions were made. That kind of “silent studying” taught me more than any tutorial.
The second thing that made a huge difference was choosing a clear style and role I wanted to focus on. Once I knew what kind of art I wanted to make, learning became much easier — and collecting thousands of reference images became part of my routine.
Even today I still learn something new with every project.
My biggest mistake early on? Lack of planning. If I didn’t first define exactly what I wanted to build, I could spend dozens of hours in Blender with no real result. That was my biggest struggle for the first two years.



















































