3D Zombie Pack - 10 Low Poly Humanoid Rigged Zombies
Backrock Studios
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Ten humanoid-rigged low-poly zombies on one shared skeleton — shambler,
runner, brute, crawler, bloater, screamer, spitter, riot, scientist, soldier.
Idle, Walk and Attack on every one.A complete horde, not ten variations on one body. Each of the ten has its ownsilhouette and its own reason to exist in a level: the Shambler you spawn bythe dozen, the Runner that changes how the player moves, the 2.15 m Brute thatreads as a mini-boss, the Crawler that comes at knee height, the Bloater builtto burst, the Screamer that calls the others, the Spitter that fights atrange, the riot-armoured one that has to be flanked, and two who died assomebody — a scientist and a soldier — and still carry what they were wearing.One skeleton across all ten. Same bone names, same clip names, sameproportional rig. One Animator controller drives the entire pack, and a clipauthored on any one of them plays on the other nine. Swapping a Shambler for aBrute mid-scene is a prefab swap, not an animation problem.The whole pack costs less than a third of the models bought singly:$99.90 of singles for $34.99.Cheap enough for crowds. 6,526 triangles for all ten, one material and onedraw call each, no LODs to manage because there is nothing to reduce. Aforty-zombie horde built from these is roughly the triangle budget of oneconventional character.Every model imports upright at Scale Factor 1, one Unity unit to the metre,facing +Z. Each ships its own demo scene, its own 128x128 palette atlas andits own README.Key Features:- Ten distinct zombies: Shambler, Runner, Brute, Crawler, Bloater, Screamer, Spitter, Riot, Scientist, Soldier- One Unity Humanoid skeleton across all ten — Avatar builds automatically, Mixamo and Starter Assets clips retarget onto any of them- 30 clips in total: Idle, Walk and a one-shot Attack on every model- One Animator controller drives the whole pack; clips are interchangeable- 6,526 triangles for all ten — 580 to 724 each, one draw call each- 1.55 m to 2.15 m tall, so the horde reads at a range of heights- A demo scene, a palette atlas and a README per model- Recolour the whole pack by editing ten 16-pixel texturesVariant breakdownZombie — ShamblerThe baseline walker. Humanoid-rigged low-poly zombie, 1.78 m, with a slowlurching gait. Idle, Walk and Attack. 620 tris, 21 bones.The standard-issue undead: 1.78 m, average build, torn clothes, and the slowuneven lurch that a zombie horde is built on.Designed as the one you spawn by the dozen. At 620 triangles and one draw callit stays cheap in crowds, and the Walk clip's uneven stride — one leg draggingshorter than the other — keeps a group from looking like it is marching inlockstep.Zombie — RunnerThe fast one. Humanoid-rigged low-poly sprinter zombie, 1.72 m, lean frame,long limbs, quick tempo. 580 tris, 21 bones.The zombie that changes how a player plays: lean 1.72 m frame, elongatedlimbs, forward-pitched posture, and a Walk cycle running at roughly twice thetempo of the Shambler's.Narrow build and red-stained clothing give it a distinct silhouette in acrowd, so players can tell at a glance which one is about to close thedistance — which is the whole design job a runner has to do.Zombie — BruteThe heavy. Humanoid-rigged low-poly brute zombie at 2.15 m with a hunchedback, bone shoulder plates and exposed ribs. 718 tris, 21 bones.A 2.15 m mini-boss — the tallest and heaviest zombie in the series, built tostand a clear head above the rest of a horde.Massive shoulders, a hunched back, bone plates over the shoulders and exposedribs across the chest. A heavy brow ridge sits over the eyes. The gait isslow and wide, and the Attack lunge swings with the mass behind it.Still 718 triangles, so it costs no more than the rest of the horde.Zombie — CrawlerThe low one. Humanoid-rigged low-poly crawler zombie, folded almost double onshattered legs, arms doing the work. 616 tris, 21 bones.A zombie that comes at the player from below eye line — folded almost double,knees deeply bent, arms extended and taking the weight.Because it stays fully humanoid-rigged rather than being modelled as a leglesstorso, you keep the option to stand it up, retarget any humanoid clip onto it,or transition it between crawling and upright states. Legless crawler modelscan do none of that.Elongated arms and exposed ribs. The deep crouch is in the animation, notbaked into the bind pose, so the Avatar still maps cleanly.Zombie — BloaterThe swollen one. Humanoid-rigged low-poly bloater zombie, 1.80 m, distendedgut, short thick limbs, sagging gait. 644 tris, 21 bones.A bloated zombie built around a distended gut — the obvious silhouette readfor an exploder, a gas carrier, or whatever your design calls a zombie thatshould not be shot at close range.Short thick limbs, wide frame, sickly green-yellow palette, and a slow sagginggait that suits something carrying too much weight.The gut is modelled as its own mass weighted to the spine, so it moves withthe body rather than sitting rigid inside it.Zombie — ScreamerThe alarm. Humanoid-rigged low-poly screamer zombie — gaunt 1.76 m frame,unhinged jaw, head-back posture. 616 tris, 21 bones.A gaunt, pale zombie with an unhinged jaw hanging open and a head-backposture, for the horde-caller role — the one that has to be killed first.The dropped jaw is modelled into the skull, so the open mouth reads from anyangle without needing a blend shape or a facial rig. The head tips backwardsrather than forwards, which is what separates it visually from every otherzombie in the series at a glance.Very thin build with exposed ribs and near-white skin, so it stands outagainst a crowd of ordinary walkers.Zombie — SpitterThe ranged one. Humanoid-rigged low-poly spitter zombie, 1.68 m, with adistended throat sac and a hunched back. 664 tris, 21 bones.A stooped 1.68 m zombie with a swollen throat sac under the jaw and a hunchedupper back — the standard visual language for a ranged or acid-spitting enemy,so players read the threat type before it acts.The throat sac is rigged to the neck, so it moves with the head rather thanfloating. Acid-green highlights in the palette reinforce the ranged read.Deep forward stoop in the gait, distinct from the Shambler's upright lurch.Zombie — RiotThe armoured one. Humanoid-rigged low-poly riot-police zombie, 1.86 m, withhelmet, visor, shoulder pads and vest. 724 tris, 21 bones.A riot officer that did not make it — 1.86 m, helmet with a dark visor,shoulder pads and a plate vest still strapped on.The armour reads as a tougher enemy without any UI, and the covered face givesthe horde visual variety at zero extra cost. The heaviest zombie in the seriesat 724 triangles, and still one draw call.Useful as an armoured variant that takes more hits, or as environmentalstorytelling in a police-station or checkpoint level.Zombie — ScientistPatient zero. Humanoid-rigged low-poly lab-coat zombie, 1.74 m, thin build,open coat with skirt panels. 680 tris, 21 bones.A researcher in a lab coat — the character that tells the player where theoutbreak started, without a single line of dialogue.The coat is modelled as a yoke over the shoulders with two skirt panels hangingeither side of an open front, weighted to the spine and hips so it swings withthe body instead of moving as a rigid shell.Thin build, off-white coat against dark trousers — high contrast, so it is easyto pick out of a crowd in a dim corridor.Zombie — SoldierThe infantryman. Humanoid-rigged low-poly military zombie, 1.82 m, withhelmet, plate vest and heavy boots. 664 tris, 21 bones.An infantryman still in helmet, plate carrier and heavy boots — 1.82 m, olivedrab, with a steadier and more upright gait than the civilian walkers.Pairs naturally with the Riot variant for a military-response theme, and givesa horde the visual mix that makes it look like a place people actually triedto defend.Helmet and vest are modelled geometry, not painted, so the silhouette holds atdistance and in backlight.| Models | 10 || Triangles | 6,526 total — 580 to 724 each || Vertices | 3,875 total || Bones | 21 per model, identical names across all ten || Meshes | 1 per model || Materials | 1 per model || Textures | 1 per model (128x128 PNG palette) || Animation clips | 30 — Idle, Walk (looping) and Attack (one-shot) per model, 30 fps || Render pipelines | Built-in, URP, HDRP || Rig type | Humanoid-compatible (ships Generic, one-click switch) || Height range | 1.55 m to 2.15 m || UV channels | 1 || LODs | None |AI was used to generate significant parts of the models.





