Dungeon Horde - 10 Stylized Rigged Fantasy Monsters with PBR and LODs
Backrock Studios
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Ten stylized fantasy monsters for a dungeon: all-quad hero meshes, 2K PBR textures, three LODs, 45 blend shapes and 74 animation clips. Seven are Humanoid-compatible.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 complete dungeon roster in one package: the Goblin Scout, Orc Warlord, Skeleton Knight, Troll, Lich, Gargoyle, Dragon Whelp, Treant, Slime and Mimic. They run from a 0.8 m treasure chest to a walking tree over 3.2 m tall, and each one has its own silhouette and its own job in an encounter: the goblin you spawn in packs, the orc that anchors a fight, the knight that gets back up after you kill him, the troll that regenerates, the lich that floats and casts, the gargoyle that sits as a statue until the party is close, the whelp that breathes fire, the treant that stamps and slams, the slime that splits, and the chest that bites.Built to pass a close look. Every model's hero mesh is one continuous all-quad body with edge loops at every joint and no vertex carrying more than five edges, plus its separate pieces (armour plates, cloth, weapons, teeth and eyes, and parts such as the Gargoyle's wings, the Treant's leaf clumps and the Mimic's lid and legs) as closed quad meshes of their own. UVs follow authored seams with extra texel density on the faces. Three LODs ship in each FBX and Unity builds the LODGroup on import.Stylized PBR. Each model has a 2048x2048 base colour with lighting, occlusion and edge highlights baked in, so it keeps its character in flat light and in the dark, plus a tangent-space normal map, a packed metallic/smoothness map and an emission map for eyes, embers and soul-fire.Shared bone names, one-click Humanoid. The Goblin, Orc, Skeleton Knight, Troll, Lich, Gargoyle and Treant share Unity's canonical humanoid bone names on a clean T-pose bind, extended with jaw, eye and ear bones and their own extras (cape, sleeve, hem, wing, tail, canopy and branch chains). Each ships Generic with its own Animator controller, so every clip plays exactly as authored. Switch Animation Type to Humanoid and Unity builds a valid avatar for each in one click; from there one Animator controller of humanoid clips drives all seven, though humanoid clips do not move the extra chains, and on the Goblin, Skeleton Knight and Treant Unity leaves the Chest bone unmapped, so under Humanoid their own clips lose the chest's rotation. The Dragon Whelp, Slime and Mimic have purpose-built rigs: a quadruped with wings, an eight-bone blob and a chest with a hinged lid and a tongue.Ready to play. Every model comes with an Animator Controller, a prefab and its own demo scene, 7 or 8 clips with the loops flagged, 4 to 8 blend shapes for barks and cutscenes (no clip keys a blend shape, so a weight your script sets in Update holds while any clip plays), and, on all but the unarmed Gargoyle, sockets for weapons and effects (the Dragon Whelp's fire socket aims its +Z out of the mouth along the breath, ready for your own flame effect; the Slime's core has a socket for a light).The ten (heights in the bind pose):- Goblin Scout, 1.29 m: a hunched, big-eared scout with a dagger in his right fist and the set's only Sneak loop.- Orc Warlord, 2.15 m: an armoured brute with an iron cleaver, two attacks (Attack and HeavyAttack) and a Roar.- Skeleton Knight, 1.94 m: sword and kite shield, a looping Block guard, and a Rise that gets him back up off the floor after Die.- Troll, 2.52 m: a stooped club-wielder with a looping Regenerate heal and a Swell blend shape to layer over it.- Lich, 2.05 m: hovers 0.22 m off the floor in every clip but Die, staff in his left hand, with Summon, Channel and Cast.- Gargoyle, 1.80 m: poses as a statue, shudders awake, then walks, flies and swoops; the one model of the ten with no socket.- Dragon Whelp, 1.09 m and 1.88 m nose to tail: trots, gallops, hovers and rears into a fire breath, with a mouth socket for your flame.- Treant, 3.30 m: a walking tree with 31 leaf clumps and glowing knot-eyes, a RootAttack thrust, a two-bough Slam and a wind Sway loop.- Slime, 0.85 m: an acid-green blob with a glowing core, eight blend shapes and a Split clip that sets up a swap to two smaller copies.- Mimic, 0.80 m: a plain oak and iron chest until it rears up on four clawed legs, its jaws lined with 26 fangs.What's in the package (per model):- 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: no clip keys a blend shape, so a weight set in Update 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:- 10 stylized fantasy monsters, from a 0.8 m mimic chest to a treant over 3.2 m tall- Clean topology: one continuous all-quad body per model, edge loops at every joint, no vertex over five edges- 2048x2048 PBR textures: base colour, normal, metallic/smoothness and emission- Three LODs per model, wired into a LODGroup on import- 74 animation clips and 45 blend shapes across the set; no clip keys a blend shape, so script-driven expressions hold during any clip- Seven are Humanoid-compatible: switch them to Humanoid and one Animator controller drives them all- A prefab, an Animator Controller and a demo scene for every model- Built-in, URP and HDRPModels: 10: Goblin Scout, Orc Warlord, Skeleton Knight, Troll, Lich, Gargoyle, Dragon Whelp, Treant, Slime, MimicTriangles (LOD0): 7,600 to 20,576 per model, 155,344 in total; each model has LOD1 at a quarter and LOD2 at an eighthPolygons: LOD0 and LOD1 all quads; LOD2 trianglesRigs: 7 Humanoid-compatible (ships Generic, one-click switch), 27 to 37 bones; 3 custom Generic (Dragon Whelp 30, Mimic 17, Slime 8 bones)Animation clips: 74 in total, 7 or 8 per model, 30 fps, loops flaggedBlend shapes: 45 in total, 4 to 8 per model, on LOD0Textures: 4 per model, 2048x2048 PNG: base colour, normal, metallic/smoothness, emissionMaterials: 1 per modelPer model: FBX with 3 LODs, prefab, Animator Controller, demo scene, READMERender pipelines: Built-in, URP, HDRPScale: 1 unit = 1 metre, imports upright at scale 1Package size: 90.4 MBThis 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.




