Farm Life | Animated Low Poly Farm Animals | 8 Animals, 63 Breeds
Backrock Studios
$16.49
(no ratings)
Jump AssetStore
8 rigged, animated low-poly farm animals in 63 breeds: chicken, rooster, chick, duck, goose, turkey, goat and llama. One quad mesh each, a prefab per breed. Plus 20 farmyard props.Unity 6000.5 and newer. Built-in, URP and HDRP. Every material ships for all three: URP Lit in the Materials folders, plus Standard, URP Lit and HDRP Lit sets in RenderPipelines/. An editor script puts them on your project's pipeline, so nothing needs converting. Checked in clean Built-in, URP 17.5 and HDRP 17.5 projects.A farmyard of low-poly animals: 8 animals, each rigged and animated, 63 breed variants in all. The chicken, rooster, chick, duck, goose, turkey, goat and llama.Every animal is one closed, game-ready quad mesh. The birds' combs, wattles, wings, legs and tails and the goat's and llama's legs, ears, horns and tails grow out of the body rather than being pushed into it, with an edge loop at every joint so limbs and wings bend cleanly.Breeds are real colourings, not tints, and the barred, laced, speckled and mottled ones are painted with their markings. Chickens: White Leghorn, Rhode Island Red, Buff Orpington, Barred Rock, Black Australorp, Lavender Orpington, Black Copper Marans, Brown Layer, Silver Laced Wyandotte and Speckled Sussex. Roosters: White Leghorn, Rhode Island Red, Brown Leghorn, Black Copper Marans, Silver Duckwing, Buff Orpington, Barred Rock, Black Australorp and Silver Laced Wyandotte. Ducks: Pekin, Mallard Drake, Mallard Hen, Khaki Campbell, Cayuga, Swedish Blue, Buff, Fawn Runner and Ancona. Geese: Embden, Toulouse, Chinese Brown, Pilgrim, African and Pomeranian. Turkeys: Bronze, Broad Breasted White, Bourbon Red, Narragansett, Black Spanish, Royal Palm and Blue Slate. Goats: Saanen, Alpine, Toggenburg, Oberhasli, Black, Pied, Pygmy Grey and Golden. Llamas: White, Fawn, Brown, Black, Grey, Paint, Appaloosa and Dark Bay. Chicks in yellow, black, chipmunk, buff, grey and cream down. Each breed is a 1024x1024 base colour map on the animal's one UV layout, so every variant of an animal shares its mesh, rig and clips.Every breed is a prefab. Drag one in and press Play: the Animator Controller is assigned and Idle plays. An AnimalCoat component on each prefab lists all of that animal's breeds, so one prefab can become any of them in the Inspector, or from code with SetCoat(index) or RandomCoat() for a mixed flock. The breed is written into the model's material, which ships for the Built-in pipeline, URP and HDRP, so every breed works in all three.Clips across the pack: Idle, Walk, Run, Fly, Swim, Eat, Peck, Display and Death. In the Walk and Run every foot that bears weight stays where it was set down. The chickens, roosters, chicks and turkey hold their heads still and thrust them forward as they walk, and the ducks and geese waddle. The poultry peck: the body tips forward over planted feet until the beak meets the ground. Ducks and geese also swim, paddling in turn. The turkey's Display raises and spreads his banded fan into a wheel, wings dropped. The goat and the llama graze, run, and have a Death that rolls them onto their side. Looping clips loop seamlessly; Death plays once.A showcase scene has all 63 animals and tours the camera across the yard while each steps through its clips; a scene per animal shows its breeds side by side.The yard to put them in: 20 farmyard props, each a game-ready model built from closed all-quad shells at real-world size, with its own painted texture and a prefab. Fences: post and rail fence, fence post, fence gate, picket fence and picket fence post, snapping on a 2 m grid. Hay: round hay bale and square hay bale. Feed and water: water trough, feed trough, bucket, milk churn and feed sack. Buildings: chicken coop, nesting box and barn. Around the yard: barrel, crate, wheelbarrow, grass tile and dirt patch; the 4 m grass tile tiles seamlessly. Every prop but the dirt patch has a fitted box collider. The Farmyard scene lays them out with 18 animals: a railed paddock of goats and llamas, the barn, and the coop and nesting box with the poultry.Key Features:- 8 animals, 63 breed variants, one prefab per variant- One closed all-quad mesh per animal (1140 to 1784 triangles), edge loops at every joint, 5-edge poles only where wings, legs, ears, horns, combs, wattles and tails join- Animations: Idle, Walk, Run, Fly, Swim, Eat, Peck, Display and Death- AnimalCoat component: switch breeds in the Inspector or at runtime, SetCoat and RandomCoat- Works in Built-in, URP and HDRP with no conversion- Generic rig, 16 to 22 bones; the birds share one set of bone names and the four-legged animals another- Real-world scale in metres, facing +Z, Scale Factor 1- Showcase scene plus a demo scene per animal- 20 farmyard props (fences, hay, troughs, a coop, a barn and more), all quads (32 to 1244 triangles), each with a prefab- Farmyard scene: the props and 18 animals laid out as a working yardChicken: 616 quads, 1232 triangles, 2390 vertices in Unity, 16 bones, 0.60 x 0.47 x 0.53 mRooster: 616 quads, 1232 triangles, 2379 vertices in Unity, 16 bones, 0.64 x 0.61 x 0.68 mChick: 570 quads, 1140 triangles, 2221 vertices in Unity, 16 bones, 0.24 x 0.17 x 0.15 mDuck: 570 quads, 1140 triangles, 2227 vertices in Unity, 16 bones, 0.60 x 0.38 x 0.51 mGoose: 602 quads, 1204 triangles, 2328 vertices in Unity, 17 bones, 0.88 x 0.64 x 0.71 mTurkey: 817 quads, 1634 triangles, 2978 vertices in Unity, 22 bones, 1.04 x 0.83 x 1.04 mGoat: 892 quads, 1784 triangles, 3349 vertices in Unity, 21 bones, 0.42 x 1.13 x 1.49 mLlama: 796 quads, 1592 triangles, 2987 vertices in Unity, 22 bones, 0.44 x 1.73 x 1.74 mMeshes: 8, one per animal; 20 props, static, no rigMaterials: 1 per animal and 1 per prop, each for Built-in, URP and HDRPTextures: 63 base colour maps, 1024x1024 PNG; 20 prop base colour maps, 256 to 2048 px PNGPrefabs: 63, one per breed; 20 props, with a box collider on all but the dirt patchAnimation: 30 fps; Idle, Walk, Run, Fly, Swim, Eat, Peck, Display loop; Death plays onceRig type: GenericUV channels: 1 per mesh, unwrapped, no overlapsRender pipelines: Built-in, URP, HDRPScripts: AnimalCoat (runtime), AnimalShowcase (demo only), in the Backrock.FarmLife assemblyLODs: NoneThis package is produced by a procedural pipeline written specifically for it. Hand-written Python describes each animal as data (cross-sections along the body, limb, ear, horn, comb, wattle and tail shapes) and lays down one closed quad mesh from it, declares every bone in the skeleton by name, authors every animation clip as explicit keyframes, and computes every breed's texture pixel by pixel from where that pixel sits on the animal. There is no randomness anywhere in the build: the same source produces the same meshes, rigs, clips and textures on every run.AI was used as a coding assistant. No AI or ML model produces or post-processes any shipped asset.


