3D Fighting Character - Kazan, Humanoid Rigged Martial Artist
Backrock Studios
$14.99
(no ratings)
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A low-poly tournament fighter: bare-chested, crimson gi, taped fists, ink sleeve. Fight-stance Idle, Walk, Victory, a right cross and a front kick. One all-quad mesh, 2,248 tris, 1024 texture.Unity 6000.5 and newer.Built-in Render Pipeline, URP and HDRP, with no setup and no upgrade step.The material is embedded in the FBX, so Unity builds it with whichever pipeline's lit shader your project is using: Standard on Built-in, Lit on URP and HDRP. The base colour texture is bound automatically. There is nothing to convert and no second package to import.A 1.90 m tournament martial artist for fighting games, brawlers and arena scenes: the champion in the ring, the boss at the top of the tournament ladder, the sparring partner in a training level. Drag the prefab into a scene and press Play: the Animator Controller is already assigned and he settles straight into his fighting stance.A fighter at a glance. A bare, muscled torso with the pecs, abs and obliques painted in; wide crimson gi trousers with a gold seam down the outside of each leg, gathered into dark cuffs at the ankle; a knotted black belt; taped fists with gold wrist cuffs; bare feet with taped ankles; a crimson headband whose tail trails from the knot at the back; swept-back blue-black hair. A dragon-scale tattoo sleeve runs from his left shoulder to the elbow and spills onto the left of his chest, so his two sides read differently from every angle.Five clips that cover a fight. Idle is an orthodox fighting stance, left foot forward and guard up, bouncing on the knees with the fists pumping. Walk is an upright ring walk with the arms swinging. Victory steps the back foot up, squares the shoulders, plants the left fist on the hip and drives the right fist overhead, then holds it. Punch is a right cross thrown from the hips: the rear heel pivots, the hips and chest turn through and the fist travels straight down the centre line while the left fist stays on the chin. Kick is a front snap kick off the rear leg to the body: chamber, snap, a held extension that reads at 30 fps, then the foot goes back down where it started. In the four stance clips his feet stay planted exactly where they are put, and in every frame of every clip a foot is on the floor.Quad topology built to bend. One closed, all-quad mesh of 1,124 quads: body, head, hair, headband tail, fists and feet are a single surface, with an edge loop at every shoulder, elbow, wrist, hip, knee and ankle. The arms, legs and headband tail grow out of the body rather than being pushed into it, so there are no intersecting shells, and 5-edge poles appear only where they join it. The texture is one 1024x1024 base colour map painted to a clean UV layout: eleven islands, no overlaps, seams down the back, along the insides of the limbs and round the knuckles and the tips of the toes.Humanoid-ready. 21 bones on Unity's humanoid names and a clean T-pose bind. He ships as a Generic rig so every clip plays exactly as authored; switch Rig > Animation Type to Humanoid and Unity builds a valid Avatar with 20 of the 21 bones mapped, ready for retargeted humanoid clips. Chest is the one left unmapped, so under Humanoid these clips lose their chest rotation.2,248 triangles, one material, one draw call. Ships with a prefab, a demo scene and a README. Imports upright at Scale Factor 1, one Unity unit to the metre, facing +Z.What's in the package:- One FBX: mesh, skeleton and all animation clips in a single file- One 1024x1024 PNG base colour texture, painted to the model's UV layout- An Animator Controller with one state per clip, Idle as the default- A prefab with the controller already assigned, ready to drag into a scene- A demo scene: the model, a key light and a camera already framed on it, ready to press Play on- A README covering import steps, the model's stats and the clip listAssets import to Assets/Backrock/Creatures/, in a folder named after the model.Why it drops straight into a scene:- 1 Unity unit = 1 metre. Imports at Scale Factor 1, upright, at rotation (0,0,0), facing +Z. No rescaling, no rotation fix, no empty parent object.- One mesh, one material, one draw call. No submeshes to merge.- Game-ready topology: one closed, all-quad mesh with edge loops at every joint. Limbs and every other attachment grow out of the body rather than being pushed into it, so there are no intersecting shells, and 5-edge poles appear only where they meet it.- Clean UVs, with the seams laid along the model's own form, and a texture painted to that layout: no stretching and no visible seams.- Flat-shaded low poly. No normal maps, no smoothing groups to repair.- Every looping clip is genuinely seamless: the first and last frame hold identical poses, verified at build time rather than eyeballed.Key Features:- 1.90 m martial artist: bare muscled torso, crimson gi trousers with a gold seam, knotted black belt, taped fists, headband and a dragon-scale tattoo sleeve- Five clips at 30 fps: Idle and Walk (looping); Victory, Punch and Kick (one-shot)- Feet that stay planted: no sliding in the stance clips, and a foot on the floor in every frame- One closed, all-quad mesh with an edge loop at every joint: no intersecting parts, and 5-edge poles only where the arms, legs and headband tail join- Clean UVs (eleven islands, no overlaps) and a 1024x1024 painted base colour texture- Humanoid-compatible rig (ships Generic, one-click switch): 21 bones on Unity's humanoid names- Prefab with the Animator Controller assigned, a demo scene and a README; 1 unit = 1 m, imports upright at scale 1Polygons: 1,124 quads (2,248 triangles)Vertices: 4,222 as Unity imports them (flat shading splits each face's corners); 1,126 in the FBXBones: 21Meshes: 1Materials: 1Textures: 1 (1024x1024 PNG base colour)Animation clips: 5: Idle (48 frames), Walk (42) looping; Victory (56), Punch (40), Kick (44) one-shot; 30 fpsRender pipelines: Built-in, URP, HDRPRig type: Humanoid-compatible (ships Generic, one-click switch)Height / arm span: 1.90 m tall, 1.92 m T-pose spanUV channels: 1 (eleven islands, no overlaps)LODs: NoneThis package is produced by a procedural pipeline written specifically for it. Hand-written Python lays the mesh down as one closed all-quad cage, ring by ring round a skeleton it declares bone by bone, cuts the UV seams, computes the texture per texel from position and region, and authors every animation clip as explicit keyframes. Nothing varies from run to run: the same source produces the same geometry, rig, texture and clips on every build.AI was used as a coding assistant. No AI or ML model produces or post-processes any shipped asset.


