The Boogeyman – Horror Creature Character
Sayan Paul
$10.99
$21.99
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Original rigged psychological horror creature with high-quality PBR textures, ideal for horror games and cinematics.Separate material sets are included for each supported render pipeline.The Boogeyman – Horror Creature CharacterThe Boogeyman is an original psychological horror creature designed for modern horror games, cinematics, and real-time experiences.Inspired by the fear of what hides in the darkness, this creature combines realistic human anatomy with subtle unnatural proportions to create an unsettling presence without relying on excessive gore. From its weathered skin and worn clothing to its eerie facial expression and elongated silhouette, every detail has been crafted to evoke psychological tension.The character features clean retopology, high-quality PBR textures, and a basic humanoid rig, making it suitable for animation, gameplay, cinematics, or further customization.FeaturesOriginal horror creature designGame-ready optimized meshClean retopologyHigh-quality PBR texturesBasic humanoid rigDetailed skin and clothing materialsProduction-friendly topologySuitable for first-person and third-person horror gamesReady for further animation and customizationIdeal ForPsychological horrorSurvival horrorAdventure gamesDark fantasy environmentsCinematicsInteractive experiencesCharacter showcasesIncludedRigged Boogeyman characterMaterialsPBR texturesPrefabDemo sceneThis asset is an entirely original fictional creature created for entertainment purposes and does not represent or resemble any existing copyrighted character or franchise.Number of textures: 12Texture dimensions: 2048 x 2048Minimum polygon count: 107,086 trianglesMaximum polygon count: 107,086 trianglesNumber of meshes/prefabs: 2 meshes/ 3 prefabsRigging: YesAnimation count: 0Animation type list: NoneUV mapping: YesLOD information: NoTypes of materials and texture maps (e.g., PBR): PBR (Albedo, MetalicSmoothness, Mask and Normal Map)AI was used to generate an initial base character model and texture as a starting point during the concept development phase. The final asset was substantially refined through manual work, including texture improvements, clean retopology, UV optimization, basic rigging, material setup, and preparation for game engine use.





