3D Fighting Character - Kazan, Humanoid Rigged Martial Artist
Backrock Studios
$16.49
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A tournament martial artist with an authored move set: fight-stance idle,
walk, victory, a hip-driven punch and a held high kick. Humanoid-rigged,
1.92 m, 1808 tris, 5 clips.Kazan is a fighting-game character, built the way a fighting game builds its roster: one fighter, framed alone, centre screen. He is the highest-detail model in this publisher's line, with ten and twelve-sided cross-sections where the rest of the set uses six, swept musculature, and painted detail everywhere geometry would be wasted: ab creases, pec shadow, cloth folds, taped forearms and a sleeve tattoo that spills from his left shoulder onto the chest, all on the palette, all free at runtime.The silhouette is the classic tournament fighter: bare muscled torso, wide crimson gi trousers with a gold champion's seam, knotted black belt, taped fists, bare feet, a headband with trailing tails and swept-back hair.The rig is Unity Humanoid, the same canonical bone names and clean T-pose bind as this line's zombies, people, hero and villain, so the Avatar builds automatically and any retargeted humanoid clip (Mixamo, Starter Assets, your own) drives him. Five authored clips ship in the FBX: a fighting-stance Idle with the weight-shifting bounce, guard up; a ring-walk with real arm swing; a one-shot Victory that drives the right fist to the sky and holds it; a one-shot Punch, a right cross thrown from the hips with the elbow snapping straight at full extension; and a one-shot Kick, a chambered high snap kick held at the top so the extreme reads at 30 fps.At 1808 flat-shaded triangles and one 128x128 palette he is still cheap enough to put eight of him in a ring scene, and the whole colour scheme, tattoo included, is a 10-swatch texture edit.Key Features:- The line's flagship character: densest mesh in the set, built to be framed alone rather than in a crowd- Five authored fighting clips: stance Idle, Walk, one-shot Victory, one-shot Punch, one-shot Kick with a held extension- Unity Humanoid rig: Avatar builds automatically, Mixamo clips retarget- Painted detail at zero triangle cost: musculature, taped fists and forearms, cloth folds, sleeve tattoo- Gi, belt, tape, hair and tattoo are palette swatches: recolour the whole outfit with a 16-pixel edit| Triangles | 1808 || Vertices | 1014 || Bones | 21 || Meshes | 1 || Materials | 1 || Textures | 1 (128x128 PNG palette) || Animation clips | 5: kazan_Idle, _Walk (looping), _Victory, _Punch, _Kick (one-shot), 30 fps || Render pipelines | Built-in, URP, HDRP || Rig type | Humanoid-compatible (ships Generic, one-click switch) || Height / arm span | 1.92 m tall, 1.96 m T-pose span || UV channels | 1 || LODs | None |This package is produced by a procedural pipeline written specifically for it. Hand-written Python builds the mesh from analytic primitives (tubes, boxes, wedges, plates), declares every bone in the skeleton by name, and authors every animation clip as explicit keyframes. There is no randomness anywhere in the build: the same source produces the same geometry, rig and clips on every run.AI was used as a coding assistant. No AI or ML model produces or post-processes any shipped asset.



