3D Troll - Stylized Rigged & Animated Fantasy Monster with PBR and LODs
Backrock Studios
$17.59
(no ratings)
Jump AssetStore
A 2.5 m stylized troll for RPG boss fights and dungeon crawlers: eight clips including a looping Regenerate heal, five blend shapes, 2K PBR, an all-quad hero mesh 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 hulking, hunched troll for dungeon crawlers, action RPGs, roguelikes and tower defence: the heavy that walls off a corridor, the mini-boss that guards a bridge, or the boss that crouches mid-fight to heal while the party scrambles to stop him. Drag the prefab into a scene and press Play: the Animator Controller is already assigned, so he animates with no setup.A silhouette built on weight. He is top-heavy and stooped: 2.52 m tall in the bind pose and 2.32 to 2.39 m in his Idle stoop, with his head about 0.4 m ahead of his hips, upper arms thicker than his thighs, hands that hang to mid-shin, a pot belly and a shoulder hump standing proud of his back. The olive hide is countershaded down the front, moss grows on his shoulders, hump and forearms with pale lichen crusting the shoulder pads, and ochre warts run across his brow, back, gut, arms and thighs. A plain belt band and two rawhide loincloth flaps are all he wears. In his right hand is a crude club of three logs lashed round a haft, about 1.6 m long, its head a bundle of three 0.8 m logs about 0.48 m across.Eight clips that play like a heavy. Regenerate is his signature: a deep, looping crouch, the club held upright in front of him, with a heaving breath and a shudder through the chest. Hold it for as long as a heal phase lasts and blend the Swell shape in on top. Slam is a one-handed ground smash: a low backswing, then the club head comes down onto the floor 1.6 to 2.3 m in front of him and stays there from frame 13 to 22, a clean window for an impact effect or a hitbox. Throw is a wind-up: he swings the club out behind him at arm's length, about shoulder height, holds it there from frame 12 to 20, then brings it back round to his side, which works as a telegraph or a taunt. Hit jolts his spine up out of the hunch and flings both arms up and out, and Die pitches him forward onto his belly and face, arms spread wide and the club still in his outstretched right hand. Idle is a slow four-second weight shift with a swaying head and flicking ears, Walk is a heavy rolling gait and Run is a loping stride.A face for barks and cutscenes. An underbite with two lower tusks and four upper teeth, a heavy brow, small ears and amber eyes lit by the emission map. Five blend shapes on LOD0 put it to work: Roar drops the jaw and thrusts it forward, tusks and all; Scowl lowers the brow and wrinkles the snout; EarsBack swings the ears back; Blink squashes the eyes shut; and Swell puffs out the belly and dewlap, made to layer over Regenerate. The jaw and ears are bones as well: the ears flick in every clip and the jaw works through Throw, Hit, Die and Slam. The clips leave the eye bones still, so they are free for a look-at script.Humanoid-compatible, ready to retarget. The rig has 27 bones: 21 body bones on Unity's humanoid names, plus Jaw, LeftEye, RightEye, LeftEar, RightEar and a Weapon_R socket. It ships Generic so all eight clips play exactly as authored; switch Animation Type to Humanoid and Unity builds a valid avatar with 24 bones mapped, jaw and eyes included, ready for retargeted humanoid clips. It has the same 27-bone hierarchy, name for name, as the Goblin Scout and the Orc Warlord. The whole club is rigidly bound to Weapon_R, so it moves as one solid piece and can be hidden by scaling that one bone to zero.Reads in any light, stays cheap at a distance. The 2048x2048 base colour has lighting and occlusion baked in, so he keeps his shape in flat light and in the dark, and the normal map raises the warts, the hide grain and the moss. A packed metallic/smoothness map and an emission map for the eyes complete the set. Three LODs ship in the FBX and Unity builds the LODGroup on import: 15,232 triangles up close, 3,808 in the middle distance and 1,904 far away, all on one material, in Built-in, URP and HDRP.Topology that bends where he bends. The body is one closed all-quad mesh of 5,712 quads. Edge loops ring every joint, so he bends cleanly at the shoulders, elbows, hips and knees, and no vertex on LOD0 or LOD1 carries more than five edges. Eyes, teeth, tusks, loincloth flaps and every piece of the club are closed quad meshes of their own. LOD2 is a decimated triangle mesh. One UV channel, with no overlaps on LOD0 and extra texel density on the head.Want the whole horde? The Troll 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:- Regenerate: a looping heal-phase crouch, with a Swell blend shape to layer on top- Eight clips at 30 fps: Idle, Walk, Run and Regenerate looping; Throw, Hit, Die and Slam one-shot- Slam rests the club head on the floor from frame 13 to 22, a clean window for impact effects- Five blend shapes on LOD0: Roar, Scowl, EarsBack, Blink, Swell- Humanoid-compatible rig (ships Generic, one-click switch): 27 bones with jaw, eye and ear bones and a Weapon_R socket, the same hierarchy as the Goblin Scout and Orc Warlord- A lashed three-log club, about 1.6 m long, rigidly bound to Weapon_R- Stylized PBR on one material: 2048x2048 base colour and normal maps bound on import in all three pipelines and the emission map on Built-in and URP (one drag on HDRP), plus a packed metallic/smoothness map for the Metallic slot on Built-in and URP (after Extract Materials, as the README shows)- Three LODs (15,232 / 3,808 / 1,904 triangles), LODGroup built on import; LOD0 and LOD1 all quads with no vertex over five edges- Prefab with the Animator Controller assigned, plus a demo scene; Built-in, URP and HDRPTriangles: 15,232 / 3,808 / 1,904 (LOD0 / LOD1 / LOD2)Polygons: 7,616 quads / 1,904 quads / 1,904 trianglesVertices (as imported by Unity): 9,204 / 2,521 / 1,498 (FBX control points: 7,648 / 1,936 / 984)Bones: 27 (21 body bones on Unity humanoid names, plus Jaw, LeftEye, RightEye, LeftEar, RightEar, Weapon_R)Meshes: 3, one per LOD, in one FBXMaterials: 1Textures: 4 (2048x2048 PNG: base colour (albedo), normal, metallic/smoothness with smoothness in alpha, emission)Blend shapes: 5 on LOD0: Roar, Scowl, EarsBack, Blink, SwellAnimation clips: 8: Idle, Walk, Run, Regenerate, Throw, Hit, Die, Slam (Idle, Walk, Run, Regenerate looping; Throw, Hit, Die, Slam one-shot; 30 fps)Sockets: Weapon_R (the club is rigidly bound to it)Render pipelines: Built-in, URP, HDRPRig type: Humanoid-compatible (ships Generic, one-click switch)Height: 2.52 m in the T-pose bind; 2.32 to 2.39 m stooped in IdleSize (W x H x D): 4.19 x 2.52 x 1.70 m (T-pose bind, club included)UV channels: 1 (no overlaps on LOD0)LODs: 3, LODGroup built on importTested in: 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.




