Stylized Male Character – Rigged Animated Warrior with Hammer, 17 Animations
RetroStyle Games
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A Greek-mythic tank with a two-handed hammer that fights the day you import him.A Greek-mythic tank with a two-handed hammer that fights the day you import him.A stylized 3d character, not a base mesh. He is a rigged character with skin weights and seventeen clips. That makes him a ready character 3d model for Unity and Unreal. Most animated 3d character models on the shelf are everyday boys and office men. This one is a heavy fantasy warrior.🎬 ANIMATIONS17 clips, all in place at 30 FPS2 idles: Idle and Combat Idle5 locomotion: Walk Forward, Walk Backward, Strafe Left, Strafe Right, Run Forward3 jump: Jump Start, Jump Air, Jump Land4 attacks: Attack Light 01, 02 and 03, plus Attack Heavy2 reactions: Hit React and Death, and 1 showcase clip: Victory8 clips loop: Idle, Combat Idle, the four walks and strafes, Run Forward and Jump Air🛡️ THE STYLECrested gold helmet, red cape, a sun disc on the chest strap and Greek key trim on the shoulder plate. The silhouette is built around the hammer.He reads as a tank in a hero shooter, a MOBA or an arena game.🦴 RIG AND PHYSICSCustom skeleton with Unreal-style bone names, 114 bonesIK bones for feet and hands are includedPhysics Asset with 22 hand-authored bodies for UnrealGeneric rig with 113 bones and a capsule collider on the prefab root for UnityBody animation only: the face is static🎨 MODEL AND TEXTURES33,468 triangles at LOD0, one LOD level13 modular parts, about 202 cm tall, 1 unit is 1 cm6 texture sets: body, three cloth sets, hammer and helmet22 textures, all 4096 px square: Base Color, Normal and ARM, plus Emissive on two cloth sets, the hammer and the helmetPBR metallic workflow📦 WHAT YOU GET1 stylized male character with a two-handed hammerUnreal Engine 5.8 project with 2 maps, a showcase Level Sequence and a BlueprintUnity 6 project for Built-in, URP and HDRP, from one Shader Graph materialAnimator Controller with 41 states and 3 preview scenesFBX files in a separate archiveDocumentation inside both projectsNo scripts, no plugins and no engine demo content🎮 FITS THESE PROJECTSa stylized character for RPG, MMORPG and hack and slash gamesMOBA, arena and hero shooter prototypesGreek and mythology settingsa tank or frontline melee hero with a full third person loop🎬 ART DIRECTIONbronze and gold armour like Troy and Clash of the Titans, and the tank role of Overwatch and Smite. Style references only, no affiliation.Built for Unreal Engine 5.8 and Unity 6. Tested on Windows.RetroStyle Games has been making game art since 2010, including full 3D game art outsourcing for studios. Questions and requests are welcome in our Discord asset community: Discord🔗 Follow RetroStyle Games for new packs, updates and promotions:Website | Instagram | Twitter | YouTube | BehanceBuilt by RetroStyle Games.Number of textures: 22Dependencies: com.unity.shadergraph (install it for Built-in; URP and HDRP include it), tested with Shader Graph / URP / HDRP 17.0.4Texture dimensions: 4096 × 4096 px (all 22)Polygon count: 33,468 triangles, 24,998 verticesMinimum polygon count: 196 triangles (SM_Character_Male_Brows mesh)Maximum polygon count: 10,108 triangles (SM_Character_Male_Body mesh)Number of meshes/prefabs: 1 FBX model with 13 skinned meshes / 1 prefab, plus 17 animation FBXRigging: Yes, Generic rig, 113 bonesAnimation count: 17 clips + 1 Animator Controller (41 states)Animation type: In-place, 30 FPS; looping: Idle, Combat Idle, Walk Forward / Backward, Strafe Left / Right, Run Forward, Jump AirUV mapping: Yes, 1 UV channelLOD information: LOD0 onlyTypes of materials and texture maps: PBR metallic: Base Color, Normal (OpenGL), MAS (Metallic, AO, Smoothness), Emissive on Cloth 01, Cloth 02, Hammer and HelmetMaterials: 6, one set for all pipelines (RSG_Lit cross-pipeline Shader Graph)Render pipelines: Built-in, URP, HDRPColliders: CapsuleCollider on the prefab rootScenes: 3 preview scenes (BRP / URP / HDRP), press Play to watch the Animator showcaseScripts: noneUnity version: 6000.0.77f1 (Unity 6)AI tools were used only at the reference and concept stage (mood boards and early sketches). The 3D model itself was made by hand by our artists: modeling, topology, UVs, texturing, rigging, skinning and all animations.


