3D Lich - Stylized Rigged & Animated Undead Necromancer
Backrock Studios
$17.59
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A floating stylized lich for crypt and dungeon fights: seven clips built around Summon, Channel and Cast, jaw and eye bones, four blend shapes, 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 floating undead spellcaster for dungeon crawlers, action RPGs, roguelikes and turn-based RPGs: the elite caster at the back of a crypt fight, or the boss waiting at the bottom of it. Drag the prefab into a scene and press Play: the Animator Controller is already assigned, so he hovers on Idle with no setup.He does not walk; he hovers. Every clip but Die lifts him 0.22 m off the floor: his bare bone shins and three-toed feet hang about 0.22 m clear, and three dark hem tongues stream down past them, the long one at the back trailing all the way to the floor. Above them the robe stops at mid-shin, a bare ribcage shows between the skirt and a shoulder mantle with an iron clasp, bell sleeves hang from skeletal arms, and a bare skull with two glowing green eyes and a toothed grin looks out of a deep violet hood under an eight-spike iron crown, 2.05 m to the spike tips. His left hand carries a 1.6 m bone staff whose four iron talons hold a green soul.Seven clips, built for a caster. Summon sweeps both arms up and out, throws the head back and opens the jaw, holds the pose for a beat, then settles back into the hover. Channel loops with both arms spread wide, the staff held out at his left side and the free hand thrust out to his right, jaw chattering, for as long as the spell lasts. Cast turns him 32 degrees as the staff arm punches the caged soul up and forward overhead and the free right arm flings back behind him. Float is an in-place glide with no root motion, body tipped into the travel and legs trailing, so your own movement code steers him. Idle hovers with a slow bob and a scanning skull, Hit knocks him back and up rather than down, and in Die the float fails and he topples backward onto his own robe. Idle, Float and Channel loop seamlessly; the spell effects are yours to add.A face for barks and cutscenes. The jaw and both eyes are bones, and four blend shapes on LOD0 add the big moments: JawDrop swings the jaw and lower teeth 26 degrees open, SoulFlare swells both eyes and the staff's soul to 1.4x for a power-up tell, HoodBack tips the hood, lappets and crown 32 degrees back off the skull for a reveal, and HemFurl gathers the three hem tongues upward.Humanoid-compatible rig, with cloth bones on top. 35 bones, the body and face on Unity's humanoid bone names. It ships Generic, so every clip plays exactly as authored; switch Animation Type to Humanoid and the avatar maps itself in one click, 24 bones including Jaw and both eyes (checked in Unity 6000.5.2f1). Outside the avatar sit two sleeve bones, three two-bone hem chains, two ear bones that drive the hood lappets and a Weapon_L socket at the staff grip. The staff is part of the skinned mesh rather than a separate object, so Weapon_L is where to parent extra props or effects. Under the cloth, his body and face bones carry the same names and hierarchy as the other six Horde bipeds, so with Humanoid switched on for both, their clips retarget onto him.Stylized PBR that reads in any light. Four 2048x2048 maps named by role: Lich_Albedo, with lighting, occlusion and edge highlights baked in so he keeps his shape and shading even in flat or low light; Lich_Normal; Lich_MetallicSmoothness, packed for the Metallic slot on Built-in and URP (one manual step, covered in the README); and Lich_Emission, which lights the eyes and the soul. All three LODs share that material, and Unity builds the LODGroup on import.Clean topology. LOD0 is 9,176 quads: one closed, all-quad body with edge loops at every joint and no vertex over five edges, plus 27 closed quad pieces for the hood, robe, mantle, sleeves, crown, staff, teeth and eyes. LOD1 keeps the same loops at a quarter of the faces, and LOD2 is triangulated for distance. One UV channel, no overlapping islands, extra texel density on the face.Want the whole horde? The Lich 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:- Floats instead of walking: his feet hover about 0.22 m clear of the floor in every clip but Die, with only the long back hem tongue trailing to the ground; in Die the float fails and he topples onto his robe- Seven clips at 30 fps built for a caster: Idle, Float and Channel loop seamlessly (Float glides in place, no root motion); Summon, Cast, Hit and Die play once- Four blend shapes on LOD0: JawDrop, SoulFlare (eyes and soul swell 1.4x), HoodBack, HemFurl- Humanoid-compatible rig (ships Generic, one-click switch): 35 bones, and the Humanoid avatar maps 24 of them, Jaw and both eyes included- Cloth bones on top: two sleeve bones, three two-bone hem chains and two ear bones that drive the hood lappets- Weapon_L socket at the left-hand staff grip for extra props or effects- Stylized PBR: four 2048x2048 maps (albedo, normal, metallic/smoothness, emission), the emission lighting the eyes and the soul- Clean topology: LOD0 and LOD1 all quads, closed, no vertex over five edges; three LODs at 18,352 / 4,588 / 2,294 triangles, LODGroup built on import- Prefab with the Animator Controller assigned (Idle by default) and a demo scene; 1 unit = 1 metre, imports upright at scale 1Triangles: 18,352 / 4,588 / 2,294 (LOD0 / LOD1 / LOD2)Polygons: 9,176 quads / 2,294 quads / 2,294 trianglesVertices: 11,932 / 3,322 / 1,861 (as imported in Unity)Bones: 35: 21 humanoid body bones; Jaw, LeftEye, RightEye; LeftEar and RightEar (hood lappets); Sleeve_L, Sleeve_R; six hem bones in three two-bone chains; Weapon_LMeshes: 3, one per LOD, in one FBXMaterials: 1Textures: 4 (2048x2048 PNG): Lich_Albedo, Lich_Normal, Lich_MetallicSmoothness (metallic in R, smoothness in A), Lich_EmissionBlend shapes: 4 on LOD0: JawDrop, SoulFlare, HoodBack, HemFurlAnimation clips: 7: Idle, Float, Summon, Channel, Hit, Die, Cast (Idle, Float, Channel looping; Summon, Hit, Die, Cast one-shot; 30 fps)Sockets: Weapon_L (left-hand staff grip)Render pipelines: Built-in, URP, HDRPRig type: Humanoid-compatible (ships Generic, one-click switch)Size (W x H x D): 2.12 x 2.05 x 0.45 m, the LOD0 mesh in its T-pose bind: 2.05 m to the crown spikes, 1.94 m to the top of the skullUV channels: 1 (no overlapping islands, all inside 0-1)LODs: 3, LODGroup built on importUnity version: 6000.5 and newer; tested in 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.




