Hand-finished, fully animated stylized wooden ballista with sounds - idle, walk, attack, hurt and a break-apart death. Made for RTS, top-down and turn-based strategy games.URP is the default (URP Lit material). For the Built-in Render Pipeline, import the included RenderPipelines/BuiltIn.unitypackage, which switches the material to Standard. HDRP is not supported.A hand-finished, fully animated wooden ballista for fantasy and medieval games.• A chunky, readable siege weapon built for RTS, top-down, turn-based strategy and tower-defense games - designed to read clearly from a distance.• Best viewed from mid-to-far camera distances (RTS, top-down, isometric).• Rigged and animated: idle, walk, attack, hurt and a death where it breaks apart into pieces.• Comes with matching sound effects for attack, movement, hurt and death.• Ready-to-use prefab with Animator Controller (Idle by default) and a demo scene.Render pipelines: URP (default). Built-in Render Pipeline: import the included RenderPipelines/BuiltIn.unitypackage.Unity version: 6000.0 LTS or newer.Included: prefab, FBX model, animation clips, Animator Controller, material, textures, sounds, demo scene, documentation.• Number of textures: 5• Texture dimensions: 4096x4096 (Base Color, Roughness, Metallic), 2048x2048 (Normal, Ambient Occlusion)• Polygon count of Ballista: 47,738 triangles / 35,546 vertices• Number of meshes/prefabs: 1 mesh (29 separate pieces) / 1 prefab• Rigging: Yes (32 bones, Generic rig)• Animation count: 5• Animation type list: Idle (0.67 s, loop), Walk (1.33 s, loop, in place), Attack (1.67 s), Hurt (1.00 s), Death (3.00 s, breaks apart)• UV mapping: Yes• LOD information: 1 level (LOD0 only)• Types of materials and texture maps: 1 PBR material (URP Lit, Built-in Standard version included) - Base Color, Normal, Roughness, Metallic, AO• Sounds: 4 WAV (attack, walk, hurt, die), 16-bit stereo• Size: 1.80 x 2.01 x 1.06 m (L x W x H)• Collision: none included (add your own collider)• Unity 6000.0 LTS or newer, URP or Built-inThe base mesh was generated with AI 3D tools (Hunyuan3D-based shape and part-splitting tools), and the textures were generated with TRELLIS. Everything after that was done by hand: mesh cleanup and splitting into 29 pieces, UV and texture repainting of hidden areas, rigging, all 5 animations, Unity setup (prefab, Animator, materials, demo scene) and the sound design. No AI was used for the animations or sounds.




