Low poly military base kit: 67 models, 78 build and damage states, an animated gate, walls and vehicles, and a rigged duck soldier in two roles, with team colors, sounds and HUD icons.Tested with Unity 6000.3.6f1 (6.3) and URP 17.3 (default): Simple Lit materials.Built-in: tested. Import Support/BuiltInRP_Materials.unitypackage to switch to Standard; prefabs and both demo scenes keep working. The optional outline shader is URP only.HDRP: not included or tested. Use HDRP/Lit with each texture as Base Map.No code, plugins or dependencies beyond your render pipeline package.WarDucks is a cute low poly kit for strategy, RTS, tower defense and base-building games. It covers a whole forward base: HESCO-style gabion walls and gates, a headquarters in three tiers, barracks, a depot, a workshop, a helipad, anti-air and mortar emplacements, a tandem-rotor transport helicopter, a gunship, a cargo truck, supply pallets, props and trees. A rigged duck soldier in two roles, engineer and rifleman, runs the base.Every building, the gate and the four gabion wall modules also come as Blueprint, Foundation, Frame, Damaged and Ruined models (the helipad and the firing position have no Frame stage), so you can show construction progress and damage by swapping prefabs. The 42 prefabs that show the team color have Blue, Red and Neutral versions.WHAT'S INCLUDED147 FBX files: 67 kit models, 78 build/damage state models and 2 characters231 prefabs: 147 base prefabs (Blue team) and 84 team color Prefab Variants (Red and Neutral for 42 prefabs)Duck Engineer and Duck Soldier on one 21-bone Generic rig, 13 clips each: Idle, Walk, Run, Carry, Build, Unpack, RifleAim, RifleFire, OperateGun, OperateMissile, OperateMortar, Hit, Death; the rifle shows only in RifleAim and RifleFire, the hammer only in BuildAnimated gate, 4 gabion wall modules, both helicopters, the truck and 5 supply pallets: 38 clips (door open and close, construct, destroy, hit, rotor, fire, drive, tailgate, unpack) plus an Idle rest clip on eachIdle and Hit clips for all 11 buildings, plus Fire (recoil) and Scan (turret sweep) for the mortar and both anti-air guns26 Animator Controllers, one per animated prefab: one state per clip and no transitions, so you can drive them from your own logic67 socket points on 30 models: muzzles, turret yaw and pitch pivots, smoke and exhaust points, entrances and exits, wall snapping points, landing and cargo points, crew seats2 demo scenes: a base diorama and a catalog of every prefab, state and team colorOptional URP outline shader with 6 ready-made materialsBonus: 22 sound effects and loops (WAV), 147 model icons (512 x 512 PNG) and 32 flat HUD icons (256 x 256 PNG, plus SVG sources)Blender 5.2 source files (in a zip) and documentationMODELS (triangles)Buildings (11): HQ Tier 1 (1,100), HQ Tier 2 (1,932), HQ Tier 3 (2,600), Barracks (5,830), Depot (458), Workshop (262), Helipad (1,442), Firing Position (1,164), Mortar (1,536), Machine Gun AA (1,992), Missile AA (2,040)Defenses (16): gate (740), straight wall (454), corner wall (540), wall end (364), damaged wall (447), main gate (1,146), tall main gate (1,774), guard tower (1,820), tall wall (762), half wall (278), tall half wall (478), post (586), low post (386), razor wire (236), tank trap (36), broken barrier debris (666)Vehicles (5): gunship (3,316), tandem-rotor transport helicopter (1,276), cargo truck (1,852), helicopter wreck (474), truck wreck (602)Logistics (13): 5 loaded pallets with an Unpack animation (1,716 to 2,376 each), empty pallet (756), sling rope (176), ammo crates (680), barrels (148), container stack (928), fuel bladder (278), jerrycans (438), scattered crates (247)Props (12): comms shack (656), flag mast (724), flood light (194), generator (314), satellite dish (468), whip antennas (434), 2 camo nets (100 each), helipad marking (136), mast beacon (174), ruined shack (475), toppled dish (432)Nature (6): 2 conifers (118, 162), 2 round trees (278, 230), bush cluster (120), hedgerow (236)Ground (2): scorch crater (87), supply zone marking (432)Projectiles (2): AA missile (336), mortar shell (336)Characters (2): Duck Engineer (4,484), Duck Soldier (5,096)Kit models: 58,382 triangles in total, 36 to 5,830 per model. Build/damage states: 10 to 5,830 per model, 39,187 in total. All 147 models together: 107,149 triangles.TECHNICAL DETAILS1 unit = 1 meter, Y up, front +Z. The pivot is on the ground under the model's main body: the center of the footprint for most models. 20 models with a part that sticks out on one side (a gate apron, a helicopter tail, a cable) keep it under the main body; projectiles are pivoted at the center of the body. Prefab roots sit at position 0, rotation 0, scale 1.Scale: a duck is 1.24 m tall, a gabion wall 1.35 m, the tier 3 HQ 9.5 m with its mast.Textures (all PNG, power-of-two): 3 team palettes 64 x 16 and 3 helmet palettes 64 x 4 (point filtering, no mipmaps), 7 tiling ground textures (1 at 1024 x 1024, 6 at 256 x 256). Base color only: no normal, metallic or roughness maps.Materials: one per model (the ducks: palette + helmet). 18 in total: 12 URP Simple Lit (3 team palettes, 3 helmet palettes, 5 ground, 1 studio floor) and 6 optional outline materials.Box colliders on the prefab roots (not on the two ducks). No LODs: the triangle counts do not need them.Sounds: WAV, 48 kHz, 16-bit mono, 17 one-shots and 5 loops, including a 16-second music loop and a base ambience.The package contains no scripts.RENDER PIPELINESURP: the default (Unity 6.3, URP 17). Materials use Universal Render Pipeline/Simple Lit.Built-in Render Pipeline: import the included Support/BuiltInRP_Materials.unitypackage. It switches the same material files to the Standard shader, so every prefab and both demo scenes keep working. The optional outline shader is URP only: in the Built-in pipeline its six materials draw flat gray, so do not use them there.HDRP: not included. Each material uses one base texture, so switching to HDRP/Lit is simple.DEMO SCENESDemo_WarDucks_Base: a small base diorama. In Play mode the ducks walk and carry in place (the clips have no root motion and the scene has no scripts), build, unpack and man the guns; the gate and the truck tailgate open, the missile launcher sweeps and the rotors turn.Demo_WarDucks_Catalog: every prefab, every build/damage state and all three team colors.Both scenes use only built-in components and a solid background color: no skybox, post-processing or baked lighting.HOW WE MADE ITThe models, animations, textures, sounds and icons were built by procedural scripts (Blender Python, plain Python and a small audio synth) that we wrote with the help of Anthropic's Claude, an AI coding assistant. No AI image, 3D or audio generators were used. The AI description has the details.All store images are Unity 6.3 (URP) renders of the prefabs and demo scenes in this package. Three screenshots have text labels; screenshot 10 shows one view with the standard materials on the left half and the optional outline shader on the right half.SUPPORTQuestions, bug reports and requests: contact@tiltshift.xyzCompatibility:Unity version: 6000.3.6f1 (Unity 6.3) or newer.Render pipelines: URP (default); Built-in through the included Support/BuiltInRP_Materials.unitypackage; HDRP not included.No scripts, no Package Manager dependencies.Contents:147 FBX models: 67 kit models, 78 build/damage state models, 2 characters.231 prefabs: 147 base prefabs (Blue team) and 84 Prefab Variants (Red and Neutral for the 42 prefabs that show the team color).Animation: 51 clips inside 13 kit FBX files (38 action clips + 13 Idle rest clips), 28 generated building clips (.anim), 13 clips per duck, 26 Animator Controllers (+ 13 small controllers used only by the demo scenes).18 materials: 12 URP Simple Lit (3 team palettes, 3 helmet palettes, 5 ground, 1 studio floor) and 6 optional outline materials.13 textures, PNG, power-of-two: 3 team palettes 64 x 16, 3 helmet palettes 64 x 4, 7 tiling ground textures (1 x 1024 x 1024, 6 x 256 x 256).1 optional URP shader (PaletteOutline) with documentation.22 sounds, WAV 48 kHz 16-bit mono: 17 one-shots, 5 loops (bonus).147 model icons, 512 x 512 PNG, transparent, imported as UI sprites (bonus).32 flat HUD icons, 256 x 256 PNG + SVG sources (bonus).2 demo scenes: Demo_WarDucks_Base, Demo_WarDucks_Catalog (no scripts).Source/WarDucks_Blender_source.zip: 2 .blend files (Blender 5.2) with every model, state, rig and animation action.Documentation/README.md.Geometry:Kit models: 36 to 5,830 triangles, 58,382 in total.Build/damage state models: 10 to 5,830 triangles, 39,187 in total.Duck Engineer 4,484 triangles, Duck Soldier 5,096 triangles.All 147 models: 107,149 triangles.No LODs (not needed at these counts). No blend shapes.One material slot per model; the ducks have two (palette + helmet).Textures and materials:Base color only: no normal, metallic, roughness or occlusion maps.Palette textures: Point filter, no mipmaps, clamp, uncompressed. Column 8 of the 64 x 16 palette (pixels 28-31) is the team color: Blue #2E7CE0, Red #E2442E, Neutral #ACA48B. Recolor it to make more teams.Ground textures tile (repeat, trilinear, mipmaps).Scale, orientation and pivots:1 unit = 1 meter, Y up, front +Z.Pivot on the ground under the model's main body: the center of the footprint for most models; 20 models with a part that sticks out on one side (a gate apron, a helicopter tail, a cable) keep the pivot under the main body, 0.2 to 1.1 m from their bounding-box center (projectiles: center of the body). Prefab roots at position 0, rotation 0, scale 1; the model is a nested child.A duck is 1.24 m tall, a gabion wall 1.35 m, the tier 3 HQ 9.5 m.Box Collider on each prefab root (the two ducks have none). Static props are marked static; animated prefabs and the two projectiles are not.Animation:Generic animation, no root motion; the root node is never animated.Kit clips: Gate (Construct, Destroy, DoorOpen, DoorClose, Hit), 4 wall modules (Construct, Destroy, Hit), Gunship (Rotor, DoorOpen, DoorClose, Fire, Hit, Destroy), transport helicopter (Rotor, DoorOpen, DoorClose, Hit, Destroy), cargo truck (Drive, TailgateOpen, TailgateClose, Hit, Destroy), 5 pallets (Unpack); each also has Idle.Building clips: Idle and Hit for 11 buildings; Fire and Scan for Mortar, Machine Gun AA and Missile AA.Ducks: 21-bone rig, 13 clips: Idle, Walk, Run, Carry, Build, Unpack, RifleAim, RifleFire, OperateGun, OperateMissile, OperateMortar (loop), Hit, Death (once). Walk and Carry for 0.7 m/s, Run for 1.6 m/s, in place. The rifle shows only in RifleAim and RifleFire, the hammer only in Build.Sockets: 67 empty child objects on 30 models (Socket_Muzzle, Socket_Yaw, Socket_Pitch, Socket_Smoke, Socket_Entrance, Socket_JoinLeft/Right, ...); duck bones Socket.Head, Socket.Back, Socket.Tool (rifle), Socket.Hammer (hammer), Socket.Support, Grip.L/R.Demo scenes:Solid background color, directional light, ambient light, fog.No skybox, post-processing, baked lighting or scripts.The models, animations, textures, sounds and icons were built by procedural scripts (Blender Python, plain Python and a small audio synth) that we wrote with the help of Anthropic's Claude, an AI coding assistant (a large language model). No AI image, 3D or audio generators were used. Claude wrote code and text; it did not generate images, meshes or sounds directly.What we used Claude for:The Blender Python scripts that build every model in the package: the meshes and their UV layouts on the small palette textures, the build and damage state models, the duck rig with its 13 animation clips, and the animation clips of the gate, walls, vehicles and pallets. We ran the scripts in Blender and exported the results to FBX.The Python scripts that draw the palette and ground textures and the 32 flat HUD icons, and the small synth that builds the 22 sounds from simple waveforms and noise.The Blender script that renders the 147 model icons.The Unity editor scripts we used to set up the materials, prefabs, team color variants, Animator Controllers, building clips (Idle, Hit, Fire, Scan) and demo scenes, and to render the store images. These editor scripts are not part of the package.The code of the optional outline shader.The documentation and the store texts. Claude drafted them, and we reviewed them.What we did not use: no text-to-3D, image-to-3D, diffusion, text-to-audio or other AI image, texture, 3D-model or audio generator. No AI-generated image is used as a texture, icon or store image.We checked the results in Blender and Unity with scripted import tests, triangle counts and the Asset Store validator.




