3D Dragon Whelp - Stylized Rigged Animated Baby Dragon with PBR and LODs
Backrock Studios
$17.59
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A stylized baby dragon for RPGs and dungeon crawlers: it trots, gallops, hovers and rears into a fire breath on a 30-bone winged rig with a fire socket. 2K PBR, all-quad hero mesh, 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 stylized baby dragon for dungeon crawlers, action RPGs, roguelikes and tower defence: the hatchling guarding a dragon's lair, the brood a boss calls into the fight, a flier that hovers over the party between fire-breath attacks, or a companion that trots at the player's heels. Drag the prefab into a scene and press Play: the Animator Controller is already assigned and it animates with no setup.Reads as a dragon at icon size. The proportions are the charm: an oversized round head with two swept-back amber horns and big yellow slit-pupil eyes, bat wings too large for the body and carried high, a dorsal crest from behind the wings to the tail tip, a long tapering tail and stubby clawed legs. Red-orange scales run over a cream belly, and the throat and eyes glow. It stands 1.09 m to the horn tips and 1.88 m from nose to tail, and about 1.6 m to the raised wing tips in Idle.Trots, gallops and takes to the air. Idle breathes, scans the room, pants, swishes its tail and shivers its wings. Walk is a trot and Run a gallop with the wings half open and rippling. Fly is one full wingbeat hovering in place about 0.3 m above standing height, legs tucked and the body rising on each downstroke, so the whelp can hold a position in the air. All four loop seamlessly. Hit snaps the head up and back, flares the wings and rocks it onto its haunches before it recovers to the start pose. Die staggers, buckles and splays the legs, drops the body 0.37 m onto its belly, lets the wings fall open and lays its chin on the floor. FireBreath, Hit and Die play from the ground, so it lands to use them.FireBreath, with a tell and a window for your flame. Blend in the ThroatSwell shape first (from a script; see below) and the throat swells as a charge-up warning, its underside up to 14% wider and 22 mm lower. The 1.33 s FireBreath clip then rears the head back and up as the jaw drops and the wings flare open, drives it forward and down, and holds the jaw 50 degrees open from frame 12 to frame 20 (0.40 to 0.67 s) with the wings swept down to brace: a clean window to spawn your flame from an animation event you add at frame 12. No flame effect ships. The FireSocket bone sits at the front of the mouth on the Head, with its +Z pointing straight out of the mouth and +Y up, so a Particle System or flame prefab that emits along its own +Z, as Unity's cone shape does, parents on at zero position and rotation and fires where the whelp faces. Through the hold it points along the body's facing, about 12 degrees down at the ground ahead, and it follows the head through the whole clip.A rig built for a dragon, with a face for barks and cutscenes. 30 bones made for this body rather than a stretched biped: Hips, Spine and Chest, two neck bones, Head and Jaw, four three-bone legs, a four-bone tail and two three-bone wings, plus the FireSocket, so the wings fold, beat and twist on their own chains. It ships Generic, with the avatar created from the model. Four blend shapes on LOD0 add Blink (the eyes squash to a slit), Snarl (the brow drops and the nose bridge wrinkles), ThroatSwell and NostrilFlare (the nostrils flare outward by up to about 5 mm). No clip keys a blend shape, so a weight set from Update or LateUpdate with SetBlendShapeWeight on the LOD0 renderer holds while any clip plays.Holds its look at any distance, for one draw call per LOD. Four 2048x2048 maps named by role: Albedo, with light and shade graded in so it keeps its character in flat light and in the dark; Normal, for the scale and membrane detail; MetallicSmoothness, with glossier eyes and horns than the scales and wings; and Emission, for the throat and eyes. Three LODs: 12,672 triangles up close, 3,168 in the middle distance (still all quads, at a quarter of the faces) and 1,584 far away, all on one material.Deforms cleanly in close-up. LOD0 is one closed all-quad body of 5,528 quads plus a closed crest, eyes and fangs, with no open edges. Its only five-edge poles sit where the claws, legs, wings, horns and mouth corners branch off the body, and no vertex on LOD0 or LOD1 carries six or more edges; LOD2 is a decimated triangle mesh for distance. One UV channel with no overlaps on LOD0 and extra texel density on the head, eyes and horns.Want the whole horde? The Dragon Whelp 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:- Seven clips at 30 fps: Idle, Walk, Run and Fly loop seamlessly; Hit, Die and FireBreath are one-shots- Fly hovers in place about 0.3 m above standing height with a full wingbeat, wings sweeping to 1.74 m across- FireBreath holds the jaw 50 degrees open from frame 12 to 20, a clean window to spawn your own flame- FireSocket bone at the mouth: +Z points out of the mouth and +Y up, so a Particle System parented at zero rotation fires where the whelp faces, about 12 degrees down through the FireBreath hold- Four blend shapes on LOD0: Blink, Snarl, ThroatSwell (a ready-made charge-up tell) and NostrilFlare- Custom 30-bone Generic rig: four three-bone legs, two three-bone wings, a four-bone tail and a jaw- 2048x2048 stylized PBR: Albedo, Normal, MetallicSmoothness and Emission for the glowing throat and eyes- Three LODs on one material, LODGroup built on import: 12,672 / 3,168 / 1,584 triangles; LOD0 and LOD1 all quads with no vertex over five edges- Prefab with the Animator Controller assigned and a demo scene; imports at scale 1 facing +Z; Built-in, URP and HDRPTriangles: 12,672 / 3,168 / 1,584 (LOD0 / LOD1 / LOD2)Polygons: 6,336 quads / 1,584 quads / 1,584 trianglesVertices: 7,650 / 2,115 / 1,259 as Unity imports them (6,352 / 1,600 / 808 FBX control points)Bones: 30 (Hips, Spine, Chest, Neck1, Neck2, Head, Jaw, FireSocket, 12 leg, 4 tail, 6 wing)Meshes: 3, one per LOD, in one FBXMaterials: 1 (one submesh per LOD)Textures: 4 (2048x2048 PNG: Albedo, Normal, MetallicSmoothness, Emission)Blend shapes: 4 on LOD0: Blink, Snarl, ThroatSwell, NostrilFlareAnimation clips: 7: Idle, Walk, Run, Fly, Hit, Die, FireBreath (Idle, Walk, Run, Fly looping; Hit, Die, FireBreath one-shot; 30 fps)Sockets: FireSocket (child of Head, at the mouth; +Z forward and +Y up at rest, about 12 degrees down through the FireBreath hold)Render pipelines: Built-in, URP, HDRPRig type: Generic (custom quadruped rig with wings and tail)Size, bind pose (W x H x D): 1.76 x 1.09 x 1.88 m, wings spread flatSize, standing in Idle (W x H x D): about 0.70 x 1.63 x 1.86 m, wings raisedUV channels: 1 (49 islands, no overlaps on LOD0)LODs: 3, LODGroup at 25% / 12.5% / 1% screen heightTested 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.




