Crispoly Characters Mini - Low Poly Characters & Animations
Imphenzia
$19.99
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Crispoly Characters Mini is a low poly character collection where all characters share the same armature making it easy to reuse animations between them. The low poly characters only have between 150-800 vertices and they all share the same material making them very performant for any game, including low-end mobile devices.
Links
Online Documentation
Asset Overview Video
Bonus Custom Characters Tutorial Video
Key Features
* 135 Characters
* 216 Animations (mix of animations and blendable poses)
* All characters share the same armature = simple
* All characters can use all animations = flexible
* All characters use the same material = performance
* Textures: 3 x 128x128 pixels, 64 KB each = low memory usage & performance
* Mesh vertex count: 150-800 per character* = performance & aesthetic
* URP (default), HDRP, and Built-in Render Pipeline Support
*) The game engine will report 1000-3000 vertices because the characters are flat-shaded and to render flat surfaces, the game engines need to duplicate each vertex multiple times to get different directional normals.
Common Material
The common material shared by all characters and props uses three 128x128 textures. One texture for base color, a second texture for emission, and a third texture is used for attributes to allow different metallic, roughness, and texture scrolling effects.
Cartoon Style
The characters use 3-head-high proportions and are about 1.8m tall. They have fixed palm and thumb hands with hand bones similar to Lego characters. They are designed to be super simple, performant, and easy to use, hence no finger bones, and may be best used in games where the characters are viewed from a distance where individual fingers are not needed.
Notes
The name "Mini" does not mean it's a lite version of an asset. They are the simplest style and the lowest bone count compared to potential future assets that would also be prefixed with Crispoly Characters. The name Crispoly is short for "Crisp Polygons" because, with the palette textures method instead of UV-unwrapped and painted textures, the polygons will remain crisp with sharp lines no matter how close you zoom.
Animations
_TPose (9 frames)
Backflip (23 frames)
BackflipHigh (23 frames)
BackflipVeryHigh (29 frames)
BlacksmithHammer (9 frames)
BoxingBlockBodyImpact (5 frames)
BoxingBlockBodyPose (9 frames)
BoxingBlockHighImpact (5 frames)
BoxingBlockHighPose (9 frames)
BoxingGuard_Loop (19 frames)
BoxingHurtBody (15 frames)
BoxingHurtStraight (15 frames)
BoxingHurtUppercut (11 frames)
BoxingHurtUppercut2 (11 frames)
BoxingIdle_Loop (19 frames)
BoxingKockedOutBody (15 frames)
BoxingKockedOutHead (15 frames)
BoxingKockedOutPose (9 frames)
BoxingPunchBodyLeft (15 frames)
BoxingPunchBodyRight (18 frames)
BoxingPunchStraightLeft (15 frames)
BoxingPunchStraightRight (15 frames)
BoxingPunchUppercutLeft (15 frames)
BoxingPunchUppercutRight (19 frames)
Crouch (5 frames)
CrouchInteract (12 frames)
CrouchPose (9 frames)
CrouchWalk_Loop (24 frames)
EmoteVictory01 (29 frames)
FallBackward (16 frames)
FallDownPose1 (9 frames)
FallDownPose2 (9 frames)
FallDownPose3 (9 frames)
FallDownPose4 (9 frames)
FallForward (26 frames)
GolfSwing (39 frames)
HurtHigh (15 frames)
HurtHighPose (9 frames)
HurtMid (15 frames)
HurtMidPose (9 frames)
HurtSlash (15 frames)
HurtSlashPose (9 frames)
Idle1_Loop (39 frames)
Idle2_Loop (39 frames)
Idle3Wide_Loop (39 frames)
Interact01 (12 frames)
Interact02 (12 frames)
Jump (24 frames)
JumpUpPose1 (9 frames)
JumpUpPose2 (9 frames)
JumpUpPose3 (9 frames)
KickFront (20 frames)
KickSide (25 frames)
KickSideAlt1 (18 frames)
KickSideAlt2 (22 frames)
KickSideAlt3 (25 frames)
RevolverAimPose (9 frames)
RevolverBodyHipAim (0 frames)
RevolverBodyHipAimPose (9 frames)
RevolverBodyHipFire (7 frames)
RevolverDraw (6 frames)
RevolverDrawReadyPose (9 frames)
RevolverFire (9 frames)
RevolverHipAimPose (9 frames)
RevolverHipFire (9 frames)
Run1_Loop (22 frames)
Run1Melee_Loop (22 frames)
Run2_Loop (22 frames)
Run2Melee_Loop (22 frames)
Run3_Loop (22 frames)
Run3Melee_Loop (22 frames)
Run4_Loop (22 frames)
Run4Melee_Loop (22 frames)
Run5_Loop (22 frames)
Run5Melee_Loop (22 frames)
Run6_Loop (22 frames)
Run6Melee_Loop (22 frames)
RunStrafeBackward_Loop (16 frames)
RunStrafeBackwardLeft_Loop (16 frames)
RunStrafeBackwardRight_Loop (16 frames)
RunStrafeForward_Loop (16 frames)
RunStrafeForwardLeft_Loop (16 frames)
RunStrafeForwardRight_Loop (16 frames)
RunStrafeLeft_Loop (16 frames)
RunStrafeRight_Loop (16 frames)
ShieldBlockHigh (9 frames)
ShieldBlockHighPose (9 frames)
ShieldBlockHighPoseImpact (9 frames)
ShieldBlockMid (15 frames)
ShieldBlockMidImpactPose (9 frames)
ShieldBlockMidPose (9 frames)
ShieldBlockSlash (15 frames)
ShieldBlockSlashImpactPose (9 frames)
ShieldBlockSlashPose (9 frames)
SwordBlockHigh (4 frames)
SwordBlockHighImpact (9 frames)
SwordBlockHighPose (9 frames)
SwordHit1 (16 frames)
SwordHit2 (16 frames)
SwordIdle_Loop (19 frames)
SwordSlash1 (16 frames)
SwordSlash2 (17 frames)
SwordStab1 (16 frames)
Throw1 (7 frames)
Walk_Loop (16 frames)
WalkRComp1_Loop (22 frames)
WalkRComp1Melee_Loop (22 frames)
YouTubing_Loop (148 frames)