3D Glass Superhero - Low Poly Humanoid Rigged Character
Backrock Studios
$5.49
(no ratings)
Jump AssetStore
Rigged low-poly superhero in faceted glass armour with a five-shard cape and forearm blades. Humanoid-compatible rig. Idle, Walk, Run, Cast and Attack. 1092 tris, 21 bones.A 1.92 m hero who has mastered glass: octagonal crystal plate over a dark bodysuit, gold seams at every join, a visor slit and a crown of shards, and a cape of five hanging glass blades that swings with the back rather than hanging off it.Five clips, which is more than any other model in this collection ships with: Idle, Walk, Run, a looping Cast that raises both hands to shape a pane of glass in the air, and a one-shot Attack that winds up over the shoulder and chops through. The Cast keeps both feet planted and moves nothing below the waist, so it layers cleanly over a locomotion state.Humanoid-ready. Canonical bone names and a clean T-pose bind, so Rig > Animation Type > Humanoid builds an Avatar automatically and any retargeted humanoid clip (Mixamo, Starter Assets, your own) plays on it. It is the same skeleton the ten zombies in this collection use, so one Animator controller drives the hero and the horde.The glass is read from the geometry rather than a shader: eight-sided plate sections with the front facets painted a stop brighter than the back ones, so it looks cut and lit in Built-in, URP and HDRP alike with no transparency, no refraction and no setup. Recolouring the whole hero is a seven-swatch edit on one 128x128 texture, the same model makes an obsidian villain in a minute.Ships with a demo scene, an Animator Controller with every clip, the palette atlas and a README. Imports upright at Scale Factor 1, one Unity unit to the metre, facing +Z.Key Features:- Humanoid-compatible rig: Avatar builds in one click, Mixamo clips retarget- Five clips: Idle, Walk, Run, Cast (looping) and a one-shot Attack- Shares its skeleton with the ten-zombie pack: one controller drives both- Faceted glass plate, gold seams, shard cape, crown and forearm blades- 1092 triangles, one mesh, one material, one draw call- Seven-swatch palette: recolour the whole hero in one texture edit- Demo scene included: camera, lights, the modelTriangles: 1092Vertices: 2,116Bones: 21Meshes: 1Materials: 1Textures: 1 (128x128 PNG palette)Animation clips: 5: Idle, Walk, Run, Cast, Attack (Idle, Walk, Run, Cast looping; Attack one-shot; 30 fps)Render pipelines: Built-in, URP, HDRPRig type: Humanoid-compatible (ships Generic, one-click switch)Height / arm span: 1.92 m tall, 2.03 m T-pose spanBounding size (W x H x D): 2.03 x 1.92 x 0.49 mUV channels: 1LODs: NoneThis 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.



