3D Orc Warlord - Stylized Rigged & Animated Fantasy Monster, PBR, LODs
Backrock Studios
$17.59
(no ratings)
Jump AssetStore
A 2.15 m armoured orc warlord with an iron cleaver, for dungeon crawlers and RPG boss fights: eight clips, four blend shapes, a Humanoid-compatible rig, 2K PBR textures and three LODs.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.A 2.15 m armoured orc warlord for dungeon crawlers, action RPGs and roguelikes: the bruiser who anchors an encounter, the mini-boss at the end of the corridor, the warband leader who roars before the charge. Drag the prefab into a scene and press Play: the Animator Controller is already assigned and he animates with no setup.A silhouette that reads at a distance. His mass sits up top: layered iron pauldrons with brass bosses span about a metre and dwarf a small skull, then the outline narrows through a studded belt and hide kilt flaps to iron-capped boots. Two ivory tusks cross the jaw line, a heavy brow drops the amber eyes into shadow so they glow out of it, and a 0.99 m iron cleaver hangs from his right fist. The brass bosses and a red rag on the left arm are the warm notes on green skin and dark iron.Eight clips that cover a fight. The showpiece is HeavyAttack: he winds up and throws his whole weight into a deep crouching blow that drives the cleaver down low in front of him, his free arm thrown out ahead of him. Idle is a slow four-second breathing loop, the head turning and the ears moving. Walk is a heavy stride with the free arm swinging; Run leans forward into a long stride with the mouth open, cleaver still in hand. Attack is a one-handed horizontal cleave with the hips turning into it, so the blade sweeps across the screen. Roar throws the head back, drops the jaw and raises the cleaver overhead. Hit sinks into the blow and keeps hold of the weapon instead of stumbling. Die staggers, then falls forward onto his face.A face for barks and cutscenes. Four blend shapes on LOD0: Roar drops, juts and widens the whole lower face on top of the Jaw bone's own swing; Snarl pulls the brow down and wrinkles the snout; Blink squeezes the glowing eyes to a slit; Flex swells and lifts the chest and trapezius. The jaw, both eyes and both ears are bones as well, so a taunt or a war cry needs no extra rigging.Humanoid-compatible, and every clip plays as authored. 27 bones: 21 body bones on Unity's humanoid names, plus Jaw, LeftEye, RightEye, LeftEar, RightEar and a Weapon_R socket in the right-hand grip. It ships Generic, so nothing is remapped; switch Animation Type to Humanoid and Unity builds a valid avatar with 24 bones mapped, jaw and eyes included, ready for retargeted humanoid clips. The cleaver is part of his mesh and follows that socket, and the socket is free for anything else you attach to his grip, such as a weapon trail or a hit effect. The Goblin Scout and the Troll are built on the same 27 bones, so a script that drives the jaw or reads Weapon_R works on all three.Reads under flat light, cheap to draw. Four 2048x2048 maps: an Albedo with lighting and edge highlights baked in, so his forms still read under flat lighting; a tangent-space Normal map for the skin, hide, iron and cloth detail; a packed MetallicSmoothness map; and an Emission map that lights only the eyes. Three LODs ship in the FBX and Unity builds the LODGroup on import, with one material and one draw call at each.Quad topology built to bend. LOD0 and LOD1 are all quads: one closed body with edge loops at every joint, so he bends at the shoulders, elbows, hips and knees the way he should, plus 56 closed quad pieces for the armour, belt, kilt, baldric, rag, eyes, tusks, teeth and cleaver. LOD2 is a triangulated far LOD. No open edges in any LOD, and 113 non-overlapping UV islands on LOD0 and LOD1, with extra texel density on the face.Want the whole horde? The Orc Warlord 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:- 2.15 m armoured orc: pauldrons a metre across, ivory tusks, glowing amber eyes and a 0.99 m iron cleaver- Eight clips at 30 fps: Idle, Walk, Run (looping); Attack, Roar, Hit, Die, HeavyAttack (one-shot)- Four blend shapes on LOD0: Roar, Snarl, Blink, Flex, plus jaw, eye and ear bones- Humanoid-compatible rig (ships Generic, one-click switch): 27 bones, 24 of them mapped in the Humanoid avatar, and a Weapon_R socket in the right-hand grip- Stylized PBR: four 2048x2048 maps (Albedo with baked lighting and edge highlights, Normal, MetallicSmoothness, Emission)- Three LODs wired into a LODGroup on import: 20,576 / 5,144 / 2,572 triangles on one material- Clean quad topology: all-quad LOD0 and LOD1, one closed body with edge loops at every joint, no open edges in any LOD- Prefab with the Animator Controller assigned, a demo scene and a README; 1 unit = 1 m, imports upright at scale 1Triangles: 20,576 / 5,144 / 2,572 (LOD0 / LOD1 / LOD2)Polygons: 10,288 quads / 2,572 quads / 2,572 trianglesVertices: 13,585 / 3,576 / 2,109 as Unity imports them (10,392 / 2,676 / 1,390 FBX control points)Bones: 27 (21 body bones on Unity's humanoid names, plus Jaw, LeftEye, RightEye, LeftEar, RightEar, Weapon_R)Meshes: 3, one per LOD, in one FBX (the cleaver is part of each)Materials: 1Textures: 4 (2048x2048 PNG: Albedo, Normal, MetallicSmoothness, Emission)Blend shapes: 4 on LOD0: Roar, Snarl, Blink, FlexAnimation clips: 8: Idle, Walk, Run, Attack, Roar, Hit, Die, HeavyAttack (Idle, Walk, Run looping; Attack, Roar, Hit, Die, HeavyAttack one-shot; 30 fps)Sockets: Weapon_R (right-hand grip, Y axis along the haft)Render pipelines: Built-in, URP, HDRP (HDRP Lit binds the Albedo and Normal maps on import and takes the Emission map once you assign it; the MetallicSmoothness map is packed for Standard and URP Lit, not as an HDRP Mask Map)Rig type: Humanoid-compatible (ships Generic, one-click switch)Height / size: 2.15 m tall; 2.52 x 2.15 x 1.02 m W x H x D in the T-pose bind (FBX bounds)UV channels: 1 (113 islands on LOD0 and LOD1, 105 on LOD2; no island overlaps another)LODs: 3, LODGroup built on importThis 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.




