3D Gargoyle - Stylized Rigged Winged Stone Monster with PBR and LODs
Backrock Studios
$17.59
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Stone gargoyle for dungeon crawlers and RPGs: it poses as a statue, shudders awake, then walks, flies and swoops. 8 clips, 4 blend shapes, 2K stylized PBR, 3 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 squat, winged stone gargoyle for dungeon crawlers, action and turn-based RPGs and roguelikes: the guardian that stands on a ledge as scenery until the party walks past, then wakes, stalks on foot or takes to the air, and strikes with a leaping, claws-first swoop. It fits a castle or cathedral level, a crypt mini-boss fight or a flying wave in tower defence just as well. Drag the prefab into a scene and press Play: its Animator Controller is already assigned, so it animates with no setup.Scenery until it is not. Statue is a deep crouch with the head sunk low between the shoulders, the wings clamped tight and the clawed hands held out in front, and nothing in it moves, so it never breathes or twitches while it waits. Awaken (2 s, one-shot) shudders it into life: one stone twitch, then the wings snap open and re-furl, the arms fling out, the jaw gapes in a silent roar and the head lifts. It starts from the Statue pose and settles into the Idle stance, so Statue, Awaken and Idle chain in your state machine with a short crossfade. Key the Ignite blend shape alongside it and the glowing seams swell out of the stone as it wakes.Reads at a glance. 1.80 m tall and built low, with the hips at 48% of its height, boulder shoulders, a heavy brow, a blunt snout and a pair of curved horns sweeping up, out and forward to frame the face. Folded bat wings rise from the hump to knuckles that stand well above the shoulders, level with the eyes, and a thick tail breaks the symmetry so you can always tell which way it faces. Each hand has three claws and a thumb, each foot three talons. The granite is warm and weathered, with cellular cracks in the normal map and lichen on the hump, and the wing membranes are a dusky mauve. The amber eyes and orange ember seams on the chest, belly and arms are the only things that glow, so it reads even at icon size.Eight clips, a whole encounter. Idle is a 4-second hunched, breathing stance with a slow sway of the wings and tail, and Walk a heavy stone plod. Fly lifts it 0.55 m into a hover with two slow wingbeats per loop and the legs tucked. Swoop is the attack: it crouches, springs and dives claws first with the wings folded, banking so the strike crosses the screen, then lands back in its stance. Hit snaps the head back and claps the wings half-open, and Die topples it forward onto its face with the wings swung up over its head, like a statue knocked off its plinth.A face for barks and cutscenes. Four blend shapes on LOD0 import under their own names: Shout hinges the jaw open, Sneer drops the brow ridge and hitches the snout, EarsBack pins the ears back 40 degrees, and Ignite pushes the eight ember seams about 1 cm further out of the stone, putting more glow on screen. Jaw, eye and ear bones are there for your own keys on top.Retarget the body, keep the wings. 37 bones: Unity's 21 standard humanoid bone names, plus a jaw, both eyes and both ears, four wing bones a side on the chest and a three-bone tail. It ships Generic, so all eight clips play exactly as authored, wings and tail included. Switch Rig > Animation Type to Humanoid and Unity builds a valid avatar in one click, mapping 24 bones including the jaw and eyes; retargeted humanoid clips then drive the body, while the ear, wing and tail bones stay outside the humanoid set, so under Humanoid this package's own clips no longer move them.Sharp up close, cheap at a distance. Four 2048x2048 PNG maps named by PBR role: Albedo with lighting and occlusion baked in, so the stone keeps its form in flat light; Normal; MetallicSmoothness; and Emission for the eyes and ember seams. Albedo, normal and emission come bound in the FBX; on Built-in and URP the README covers the one manual step (extract the material, then drag MetallicSmoothness into its Metallic slot). Three LODs ship in the FBX at 16,896, 4,224 and 2,112 triangles on one material, and Unity builds the LODGroup on import. LOD0 and LOD1 are all quads: one closed body with no vertex over five edges, plus 16 closed quad pieces for the wings, eyes, fangs, tusks and ember seams. The five-edge points sit where the neck, limbs, tail, horns, ears, claws and talons branch off, and around the snout and skull.Want the whole horde? The Gargoyle 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:- Statue and Awaken: a dead-still statue pose that wakes in 2 seconds, straight into Idle- 8 clips at 30 fps: Idle, Statue, Walk, Fly (seamless loops); Awaken, Hit, Die, Swoop (one-shot)- Fly hovers 0.55 m up with two wingbeats per loop; Swoop is a claws-first diving attack- 4 blend shapes on LOD0: Shout, Sneer, EarsBack, Ignite (the ember seams swell out of the stone)- 37-bone Humanoid-compatible rig (ships Generic, one-click switch) with jaw, eye and ear bones, four wing bones a side and a three-bone tail- Four 2048x2048 PBR maps: Albedo, Normal, MetallicSmoothness, Emission- Three LODs in one FBX on one material: 16,896 / 4,224 / 2,112 triangles- Clean topology: one closed all-quad body on LOD0 and LOD1, no vertex over five edges- Prefab with its Animator Controller and a demo scene; 1.80 m tall at 1 unit = 1 metreTriangles: 16,896 / 4,224 / 2,112 (LOD0 / LOD1 / LOD2)Polygons: 8,448 quads / 2,112 quads / 2,112 trianglesVertices: 10,357 / 2,793 / 1,606 as Unity imports it (8,482 / 2,146 / 1,090 FBX control points)Bones: 37: Unity's 21 standard humanoid bone names, plus Jaw, LeftEye, RightEye, LeftEar, RightEar, LeftWing1 to LeftWing3 and LeftWingSpar, the same four on the right, and Tail1 to Tail3Meshes: 3, one per LOD, in one FBXMaterials: 1Textures: 4 (2048x2048 PNG named by PBR role: Albedo, Normal, MetallicSmoothness, Emission)Blend shapes: 4 on LOD0: Shout, Sneer, EarsBack, IgniteAnimation clips: 8 at 30 fps: Idle (4.0 s), Statue (2.0 s), Walk (1.5 s), Fly (1.2 s) looping; Awaken (2.0 s), Hit (0.9 s), Die (1.9 s), Swoop (1.3 s) one-shotSockets: None (unarmed: it fights with its claws)Render pipelines: Built-in, URP, HDRP, each import-checked (albedo and normal bind on import in all three, emission on Built-in and URP; on HDRP drag the emission map in by hand, and MetallicSmoothness is not packed for HDRP's Mask Map)Rig type: Humanoid-compatible (ships Generic, one-click switch)Size (W x H x D): 2.19 x 1.80 x 0.81 m (T-pose bind, so the width is the arm span)UV channels: 1LODs: 3, wired into a LODGroup on import (LOD0 and LOD1 quads, LOD2 triangles)Tested 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.




