3D Slime - Stylized Rigged & Animated Blob Monster with PBR and LODs
Backrock Studios
$17.59
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A stylized acid-green slime enemy for dungeon crawlers and RPGs: seven clips including Split, eight blend shapes, a glowing core, 2K PBR and three LODs from 7,600 triangles.Unity 6000.5 and newer.Built-in Render Pipeline, URP and HDRP.On import the embedded material becomes Standard, URP Lit or HDRP Lit, with the base colour and normal maps bound, and the emission map too on Built-in and URP. After Extract Materials the metallic/smoothness map drops into the Metallic slot on Built-in and URP; HDRP Lit reads a Mask Map instead. The README covers each step.The first enemy in any dungeon, and the one that has to look wet. This acid-green slime is built for dungeon crawlers, action RPGs, roguelikes and tower defence waves, and for the fight every slime is known for: hit it and it splits. Drag the prefab into a scene and press Play: the Animator Controller is already assigned, so it starts breathing with no setup.Reads as a slime at a glance. A 0.85 m dome rising to a soft peak, its rim bulging out over a flat foot so it sits stuck to the floor. Five drips of different lengths hang off the overhang, three fallen droplets sit beside it, a darker core glows through the front and two dark eyes with bright catchlights sit above it.Seven clips, built around the split. Split necks the blob up 120 mm and hauls its sides about 90 mm apart each way while the core rolls towards one half, all on one mesh: play it, then swap in two smaller copies of the same prefab. Attack rears back and holds, then slams 170 mm down and forward with its foot still stuck to the floor. Jump gathers, leaves the floor by 240 mm and lands in a deeper splat. Hit knocks the crown about 200 mm back and 120 mm down and shoves the foot back about 35 mm before it springs back past its rest height, and Die shudders, slumps and spreads out unevenly. Idle is a seamless four-second breath and Move is an ooze, a wave running front to back. All seven play in place.Eight blend shapes on top of the clips. The clips are bone-driven, so the shapes on LOD0 stack over any of them from script or Timeline. Squash flattens the crown to 0.60 m and swells the sides to keep the volume, Stretch lifts it to 1.1 m, LeanLeft and LeanRight swing the crown 200 mm with the foot planted, Wobble runs a spiral ripple round the shell (drive it with a sine), and Drip sags all five drips about 45 mm towards the floor. Blink closes the eyes and Glare tilts them into a scowl, for reactions and cutscenes.An eight-bone rig made for a blob. A custom Generic rig, so there is no avatar to configure. Root carries the foot, Droplets holds the three fallen droplets still on the floor in every clip (they stay put when the blob leaves the floor in Jump), Body squashes and leans the dome, four surface bones spread the rim, and Core carries the glowing core and trails a beat behind the shell, which is what makes it read as liquid rather than rubber. Core doubles as the socket: parent a point light or a drip particle system to it and the effect rides the core, not the wobbling shell.A wet, glowing finish, light enough to spawn in numbers. Stylized PBR at 2048x2048: a base colour with lighting, occlusion and edge highlights baked in, a normal map, a packed metallic/smoothness map with smoothness from 0.66 to 0.90 for a tight wet highlight (a one-time drag into the extracted material, see the README), and an emission map that lights the core and the shell around it, so it still reads in a dark corridor. The textures are computed from the model's 3D surface, so the colour runs unbroken across UV seams. Three LODs at 7,600, 1,900 and 950 triangles share one material, so each LOD is a single draw call, and Unity builds the LODGroup on import. It is the lightest of the ten Dungeon Horde monsters, under half the triangles of the average biped in the set.Topology that squashes cleanly. LOD0 and LOD1 are all quads with closed shells, and edge loops ring the blob at every height the rig squashes. On both, no vertex carries more than five edges, and the few five-edge poles sit where the drips grow out of the overhang's underside. The core, eyes, catchlights and droplets are separate closed quad pieces, the single UV channel has no overlaps, and LOD2 is a decimated triangle mesh for distance.Want the whole horde? The Slime is one of ten monsters in the Dungeon Horde pack: the Goblin Scout, Orc Warlord, Skeleton Knight, Troll, Lich, Gargoyle, Dragon Whelp, Treant, Slime and Mimic. Every one has 2K stylized PBR textures, three LODs, blend shapes and a prefab with its Animator Controller, and the seven bipeds share Unity's humanoid bone names (Humanoid-compatible, they ship Generic). $79.99 for all ten, against $159.90 bought one at a time.What's in the package:- One FBX: skeleton, three LOD meshes, blend shapes and all animation takes- Four 2048x2048 PNG textures: base colour, normal, metallic/smoothness, emission- An Animator Controller with one state per clip, the resting clip as the default state- A prefab of the model, LODGroup included and the controller already assigned, ready to drag into a scene- A demo scene: the model, a key light and a camera already framed on it, playing on open- A README covering import, the LODs, the blend shapes, the sockets and the clip listAssets import to Assets/Backrock/DungeonHorde//.Why it drops straight into a scene:- 1 Unity unit = 1 metre. Imports at Scale Factor 1, upright, at rotation (0,0,0), facing +Z. No rescaling, no rotation fix, no empty parent object.- Three LODs that Unity wires up on import: the meshes carry the _LOD0/1/2 names, so the LODGroup is built for you and the prefab inherits it.- Generic rig with an Animator-ready avatar, so every clip plays exactly as authored, extra bones included.- Blend shapes on LOD0, set from the SkinnedMeshRenderer like any other; a weight set from LateUpdate holds while any clip plays.- Every looping clip is genuinely seamless: the first and last frame hold identical poses, verified at build time rather than eyeballed.- One material, one draw call per LOD.Key Features:- Built for the dividing-slime fight: a Split clip that pulls the blob apart on one mesh, ready to swap for two smaller copies- Seven clips, all in place: Idle and Move loop; Jump, Split, Hit, Die and Attack play once- Eight blend shapes on LOD0: Squash, Stretch, LeanLeft, LeanRight, Wobble, Drip, Blink, Glare- Custom eight-bone Generic rig; the Core bone doubles as a socket for a light or particles- Glowing core (emission on the core and the shell around it) and a wet, high-smoothness finish on four 2048x2048 PBR maps- Three LODs at 7,600 / 1,900 / 950 triangles on one material, LODGroup built on import: the lightest model in the Dungeon Horde- Prefab with the Animator Controller assigned (Idle by default) and a demo scene: drop it in and press Play- LOD0 and LOD1 all quads with closed shells and no vertex over five edges- 0.85 m tall, 1 unit = 1 metre, imports upright at Scale Factor 1, facing +ZTriangles: 7,600 / 1,900 / 950 (LOD0 / LOD1 / LOD2)Polygons: 3,800 quads / 950 quads / 950 trianglesVertices: 4,487 / 1,236 / 680 as Unity imports them (3,818 / 968 / 493 control points in the FBX)Bones: 8: Root, Body, Core, Surface_F, Surface_B, Surface.L, Surface.R, DropletsMeshes: 3, one per LOD, in one FBX; each is the body plus 8 closed pieces (core, 2 eyes, 2 catchlights, 3 floor droplets)Materials: 1 (one draw call per LOD)Textures: 4, 2048x2048 PNG: Slime_Albedo (base colour), Slime_Normal, Slime_MetallicSmoothness (packed: metallic in R, smoothness in A), Slime_EmissionBlend shapes: 8 on LOD0: Squash, Stretch, LeanLeft, LeanRight, Wobble, Drip, Blink, Glare (none on LOD1 or LOD2)Animation clips: 7 at 30 fps, all in place: Idle, Move (looping); Jump, Split, Hit, Die, Attack (one-shot)Sockets: Core (the core's own bone; parent a light or particle system to it)Render pipelines: Built-in, URP, HDRP: the FBX material imports with the active pipeline's lit shader, base colour and normal bound; emission binds on import in Built-in and URP and is one assignment in HDRP (this model's import tested in Built-in, URP and HDRP)Material setup: First run Extract Materials on Slime.fbx (the embedded material is read-only). Built-in and URP: drag Slime_MetallicSmoothness into the material's Metallic slot (in URP Lit, set Smoothness to 1). HDRP Lit has no Metallic map slot: leave the Mask Map empty, set Smoothness to about 0.8, and assign Slime_Emission to Emissive Color with the colour set to whiteRig type: Generic (custom eight-bone blob rig)Size: 0.85 m tall; the blob is 0.80 x 0.85 x 0.72 m (W x H x D), 0.88 x 0.85 x 0.94 m including the three floor droplets (measured from the FBX)UV channels: 1, no overlaps, every island inside 0 to 1LODs: 3, LODGroup built on importTested editor: Unity 6000.5.2f1This package is produced by a procedural pipeline written specifically for it. Each model is first designed as analytic primitives (tubes, boxes, wedges, plates); hand-written Python then lays an all-quad cage over that design ring by ring, subdivides and fits it, places the closed accessory pieces, cuts the UV seams and computes the textures per texel from position and region. The same code declares every bone by name and authors every animation clip as explicit keyframes. Nothing varies from run to run: the few noise patterns use fixed seeds, so the same source produces the same geometry, rig and clips on every build.AI was used as a coding assistant. No AI or ML model produces or post-processes any shipped asset.




