3D Treant - Stylized Rigged Tree Monster and Forest Guardian with PBR
Backrock Studios
$17.59
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A 3.3 m stylized walking tree for fantasy games: all-quad hero mesh, 2K PBR, three LODs, glowing knot-eyes, four blend shapes and seven clips, including a wind Sway loop and a two-bough Slam.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 3.3 m walking tree, the tallest monster in the Dungeon Horde, for the forest levels of a fantasy game: the boss guarding a grove in an RPG or ARPG, an elite in a dungeon crawler or roguelike, or a slow, heavy wave in tower defence. Stand it among your scenery trees on its Sway loop and let the player find out which one is alive. Drag the prefab into a scene and press Play: the Animator Controller is already assigned and it animates with no setup.Reads as a tree, not a man in bark. The foliage is 31 leaf clumps, 19 grouped in five lobes over the head and six more clustered at each bough's reach, so the outline breaks the way foliage does. Two boughs climb out of the trunk on different curves and fork four times, one fork pointing down. Twig tufts sprout at the temples, two burls sit off the axis, bracket fungi grow from the trunk, and the base flares into four buttress roots around two root feet, each with three root toes and a heel root.Fights with its roots and boughs. RootAttack lifts the right root off the ground and thrusts it forward, the trunk turning into the blow while both boughs sweep back and up as counterweight, then sets it back down where it stood. Slam raises both boughs over the crown and brings them down together in front of it, to knee height. Hit rocks the trunk back over its roots while the canopy, boughs and twig tufts thrash further still. Die topples it forward like a felled tree, roots tearing free and ending angled up behind it, then lies still for its last 0.8 seconds.An ambient loop that doubles as an ambush. Sway is a five-second tree in wind that moves from the top, not the base: the hips hardly turn, the swing builds joint by joint to about 25 degrees either way at the canopy, and the twig tips whip last while the roots barely shift. Idle is a slow breathing sway with the foliage and twigs drifting, and Walk lurches from one stiff root to the other. All three loop seamlessly, so the tree can stand in your level for as long as the player takes to notice it.A face that does the acting. Two knot-eyes glow orange with concentric growth rings, and an ember seam burns in a dark wound down the chest. Four blend shapes on LOD0 build on them: Glare swells both knot-eyes and pushes them forward, Gape drops the jaw 95 mm, Wither shrinks and sags all 31 leaf clumps for a wounded or dying tree, and Heartsplit splits the chest seam wider so the ember glow spreads.A rig with branches in it. 33 bones: the Unity humanoid bone names it shares with the other Horde bipeds, plus a jaw, both knot-eyes, the two twig tufts, a Canopy bone, foliage bones for the two bough clusters and a two-bone twig chain in each branch hand. It ships Generic and is Humanoid-compatible: one click builds a valid avatar with 23 bones mapped, jaw and eyes included; Unity leaves the Chest bone unmapped. Retargeted clips then drive the hips, spine, neck, head, boughs and roots, while the Chest stays fixed and the canopy, bough-foliage, twig and twig-tuft bones hold their bind pose; only the shipped clips move those. The Canopy bone and both branch-hand tips (LeftTwig2, RightTwig2) take leaf-fall, ember or trail effects.Stylized PBR on one material. Four 2048x2048 maps named by role: base colour with occlusion and edge highlights baked in, normal, packed metallic/smoothness and emission. Green leaves stand out against the bark and limb wood, with moss and lichen in patches on the back of the trunk and head, on the back of the upper boughs, and on the backs of the lower legs and feet. Base colour and normal bind on import in every pipeline, and emission does too in Built-in and URP (in HDRP it is one drag). After Extract Materials, the metallic/smoothness map drops into the Metallic slot in Built-in or URP. All three LODs share the material, so it is one draw call per LOD.Clean topology. One closed all-quad body with edge loops around the limbs, plus 36 closed quad pieces: the knot-eyes, the jaw, two bracket fungi and the leaf clumps. On LOD0 and LOD1 no vertex carries more than five edges. LOD1 keeps the same layout at a quarter of the faces; LOD2 is a 2,186-triangle mesh for distance. Unity builds the LODGroup on import.Want the whole horde? The Treant 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:- A 3.3 m walking tree, the tallest monster in the Dungeon Horde, with 31 leaf clumps breaking its outline and glowing knot-eyes- Seven clips at 30 fps: Idle, Walk and Sway looping with exact seams; RootAttack, Hit, Die and Slam one-shot- Sway: a five-second wind loop that moves from the top while the roots barely shift, for ambient forest scenes and ambushes- Four blend shapes on LOD0: Glare, Gape, Wither, Heartsplit- 33-bone rig with jaw, knot-eye, twig-tuft, canopy, bough-foliage and twig-chain bones; Humanoid-compatible (ships Generic, one-click switch)- Attachment bones at the crown and both branch-hand tips for leaf-fall, ember and trail effects- Stylized PBR: four 2048x2048 maps (base colour, normal, metallic/smoothness, emission) on one material- Clean topology: closed all-quad body with edge loops around the limbs and no vertex over five edges on LOD0 and LOD1- Three LODs (17,488 / 4,372 / 2,186 triangles) in a LODGroup built on import, plus a prefab, an Animator Controller and a demo sceneTriangles: 17,488 / 4,372 / 2,186 (LOD0 / LOD1 / LOD2)Polygons: 8,744 quads / 2,186 quads / 2,186 trianglesVertices: 10,897 / 3,029 / 1,811 as Unity imports it (8,818 / 2,260 / 1,167 FBX control points)Bones: 33: the 21 Unity humanoid bone names plus Jaw, LeftEye, RightEye, LeftEar, RightEar (twig tufts), Canopy, LeftBough, RightBough, LeftTwig1, LeftTwig2, RightTwig1, RightTwig2Meshes: 3 skinned meshes, one per LOD, in one FBX; each is one closed body plus 36 closed piecesMaterials: 1, shared by all three LODsTextures: 4 (2048x2048 PNG: Treant_Albedo, Treant_Normal, Treant_MetallicSmoothness, Treant_Emission)Blend shapes: 4 on LOD0: Glare, Gape, Wither, Heartsplit (no clip keys them, so a weight set from Update holds while any clip plays)Animation clips: 7: Idle (4.0 s), Walk (2.1 s), Sway (5.0 s) looping; RootAttack (1.4 s), Hit (1.1 s), Die (2.5 s), Slam (1.6 s) one-shot; 30 fpsSockets: Canopy (crown), LeftTwig2 and RightTwig2 (branch-hand tips), as bonesRender pipelines: Built-in, URP, HDRP (the metallic/smoothness map plugs into Built-in and URP; HDRP renders from the base colour, normal and emission maps)Rig type: Humanoid-compatible (ships Generic, one-click switch)Size (W x H x D): 3.58 x 3.30 x 1.37 m (FBX mesh bounds in the bind pose; width is across the boughs and foliage)UV channels: 1, authored seams, extra texel density on the face, knot-eyes and jawLODs: 3, LODGroup built on import and inherited by the prefabTested 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.




