3D Skeleton Knight - Stylized Rigged Undead Warrior with Sword and Shield
Backrock Studios
$17.59
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A stylized undead knight for dungeon crawlers and RPGs. Die and Rise chain with no blend, so he goes down and gets back up. A looping Block guard, eight clips, 2K PBR, 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.An undead knight for dungeon crawlers, action RPGs, roguelikes and tower defence waves: a crypt guard behind a raised shield, a patrol in the catacombs, or a miniboss who will not stay down. Drag the prefab into a scene and press Play: the Animator Controller is already assigned, and he animates with no setup.He goes down, and he gets back up. Die lurches, buckles at the knees and goes over onto his right side. Rise starts on Die's last frame, so the two chain with no blend: one shudder in the heap, then he gathers onto one knee with the sword held low in front of him, holds the kneel with his skull raised, pushes up to standing and settles into Idle. Kill him, wait a beat, play Rise, and the fight is not over.A whole fight in eight clips. Block is a held guard that loops: body turned 20 degrees, kite shield square across his chest and blade raised in front of him, point up, for as long as the player holds the button. Attack is a backhand sweep: the blade starts across his chest, whips out to his right and holds raised high at arm's length before it returns across his chest, while the hips turn 54 degrees with the swing and the cape lags behind on its three-bone chain. Hit rings off the left pauldron: the mandible flies open, the cheekbones whip and the knees fold and recover. Idle is a slow weight shift with the skull turning gently from side to side, Walk is an upright parade march and Run streams the cape out behind him. All four loops are seamless, with the first and last frames identical.Reads at a glance. 1.94 m tall and narrow, with the outline broken by bell-shaped pauldrons, a dark red cape with a ragged hem and a kite shield on the left arm. The plate is tarnished steel with a rust band on the lower greaves and shield rim, gold picks out the pommel, the cape clasp and the shield boss, and two cyan eyes glow in real orbit pits in the skull. The ribs are relief in the body itself, five a side, with dark gaps between them.A face for barks and cutscenes. The mandible is its own piece on the Jaw bone, so the jaw can gape, and each glowing eye orb rides its own bone. Four blend shapes on LOD0 add what bones cannot: EyeFlare swells the glowing eyes 1.55x out of their sockets, Grin thrusts the mandible forward and down into an underbite snarl, Battered dents the pauldrons and greaves, and Crumble pulls the ribcage and pelvis in toward the spine and drops them. No clip keys a blend shape, so weights set from the Inspector or a script hold even while a clip plays.Ready for retargeting. 24 of his 31 bones carry Unity's humanoid bone names over a clean T-pose bind. The rig is Humanoid-compatible (ships Generic, one-click switch): Generic keeps every clip exactly as authored, and switching Animation Type to Humanoid builds a valid avatar that maps 23 bones, the jaw and both eyes included, for retargeted humanoid clips. Three cape bones, two cheekbone bones and two sockets sit on top. Weapon_R's Y axis runs along the blade and Shield_L's is the shield's face normal, so trails, effects and extra gear attach with no rotation fix; the sword and shield themselves are part of the skinned mesh. The base skeleton is shared with the other six bipeds in the Dungeon Horde.Stylized PBR on one material. The 2048x2048 base colour has lighting, occlusion and edge highlights baked in, so he keeps his character in flat light and in the dark. A tangent-space normal map, a packed metallic/smoothness map (metal on the steel and gold, none on the bone and cloth) and an emission map for the eyes complete the set. Unity binds the base colour and normal maps on import, and the emission map too on Built-in and URP. After Extract Materials, the metallic/smoothness map goes into the Metallic slot on Built-in and URP, and on HDRP the emission map goes under Emission Inputs, both covered in the README. Three LODs ship in the FBX at 19,888, 4,972 and 2,486 triangles, Unity builds the LODGroup on import, and every LOD is one draw call.Clean, closed topology. The body is one closed all-quad mesh of 5,744 quads, with four fingers and a thumb on each hand, knobbed elbows, wrists and knees, and toes on each foot. The 26 separate pieces (mandible, tooth rows, eyes, cheekbones, armour plates, cape, clasp, belt, baldric, sword and shield) are closed quad meshes of their own. LOD0 and LOD1 are all quads with no vertex over five edges, and the 84 five-edge poles sit only where the hands, feet, hips, neck and collarbones branch, plus four round each eye socket; LOD2 is a triangulated far LOD. No open edges anywhere, and one UV channel, with no overlaps on LOD0.Want the whole horde? The Skeleton Knight 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:- Die and Rise chain with no blend: Die's last frame is Rise's first, and Rise settles back into Idle- Eight clips at 30 fps: Idle, Walk, Run and a held Block guard loop seamlessly; Attack, Hit, Die and Rise play once- Four blend shapes on LOD0: EyeFlare, Grin, Battered and Crumble- Humanoid-compatible rig (ships Generic, one-click switch): 31 bones, with the avatar mapping 23 including the jaw and both eyes- Weapon_R and Shield_L sockets, axes aligned to the blade and the shield face- Stylized PBR at 2048x2048: base colour with baked lighting, normal, packed metallic/smoothness and emission for the glowing eyes- Three LODs at 19,888 / 4,972 / 2,486 triangles, LODGroup built on import, one material- All-quad, closed LOD0 and LOD1 with no vertex over five edges; one UV channel, no overlaps on LOD0- Prefab with the Animator Controller assigned, a demo scene and a README; Built-in, URP and HDRPTriangles: 19,888 / 4,972 / 2,486 (LOD0 / LOD1 / LOD2)Polygons: 9,944 quads / 2,486 quads / 2,486 trianglesVertices: 12,331 / 3,434 / 2,032 as Unity imports them (9,986 / 2,528 / 1,285 FBX control points)Bones: 31: 24 on Unity's humanoid bone names (Jaw, LeftEye and RightEye included), plus LeftEar and RightEar (the cheekbones), Cape1, Cape2, Cape3, Weapon_R and Shield_LMeshes: 3, one per LOD, in one FBXMaterials: 1Textures: 4 (2048x2048 PNG: base colour (Albedo), normal, metallic/smoothness, emission)Blend shapes: 4 on LOD0: EyeFlare, Grin, Battered, CrumbleAnimation clips: 8 at 30 fps: Idle 3.2 s, Walk 1.33 s, Run 0.8 s, Block 1.6 s (looping); Attack 1.33 s, Hit 0.8 s, Die 1.8 s, Rise 2.67 s (one-shot)Sockets: Weapon_R (Y axis along the blade); Shield_L (Y axis is the shield's face normal)Render pipelines: Built-in, URP, HDRPRig type: Humanoid-compatible (ships Generic, one-click switch)Size (W x H x D): 2.01 x 1.94 x 1.02 m, measured on the T-pose bind (arms out)Scale: 1 unit = 1 metre, imports upright at Scale Factor 1UV 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.




