3D Peacock - Low Poly Rigged Train & Display Animation
Backrock Studios
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Rigged low-poly peacock whose train opens into a full fan in a dedicated Display clip. Idle, Walk, Fly and Display, blue, green and white coats, 1,634 tris. Built-in, URP and HDRP.Unity 6000.5 and newer. Built-in, URP and HDRP. The material ships for all three: URP Lit in the model's Materials folder, and Standard, URP Lit and HDRP Lit sets in RenderPipelines/. An editor script puts it on your project's pipeline, so nothing needs converting. Checked in clean Built-in, URP 17.5 and HDRP 17.5 projects.A low-poly peacock for zoos, palace and temple gardens, farms, Indian and South-East Asian settings, nature scenes and kids' or educational games, rigged to do the one thing a peacock has to do: open its train.The fan opens by animation. The train grows out of the rump as part of the same closed, game-ready mesh, and every point across it rides the nearest two of five fan bones. At rest it trails closed, the way a peacock walks around; the Display clip pitches it upright and rolls the bones apart into a full fan, with a shiver running through it, while the feet stay planted.Four clips. Idle, Walk, Fly and Display, all looping, with a head crest. The bones and the Idle, Walk and Fly clips are named as on the other birds in the series, plus a third neck bone, five fan bones and Display.Three real peafowl. The Indian blue, the green peafowl and the white Indian peafowl, each a 1024x1024 base colour map on the same UVs. The blue and green have blue and green bodies, barred wings, a white or yellow cheek patch and a train with rows of eyes, painted narrow so they open round when the fan spreads. Every coat is its own prefab, and the CreatureCoat component swaps between them in the Inspector or at runtime.Light. 1,634 triangles, one mesh, one material and one draw call.Want the whole set? The Peacock is one of seventeen animals in the 3D Wildlife Pack: ant, peacock, songbird, crow, eagle, monkey, giraffe, wolf, bear, stag, horse, elephant, lion, rhino, boar, crocodile and tortoise, each one closed quad mesh, 81 painted coats in all.What's in the package:- One FBX: mesh, skeleton and all animation clips in a single file- One 1024x1024 PNG base colour map per coat, all painted to the same UV layout- A prefab per coat, each with the Animator Controller assigned and a CreatureCoat component that swaps coats in the Inspector or at runtime- An Animator Controller with one state per clip, Idle as the default- A demo scene: the model, a key light and a camera already framed on it, ready to press Play on- A coats scene: every coat side by side, each stepping through the clips- A README covering import steps, the model's stats, the clip list and the coatsAssets import to Assets/Backrock/Creatures/, in a folder named after the model, with the two shared scripts in Assets/Backrock/Creatures/Scripts/.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.- One mesh, one material, one draw call. No submeshes to merge.- Game-ready topology: one closed, all-quad mesh with edge loops at every joint. Limbs and every other attachment grow out of the body rather than being pushed into it, so there are no intersecting shells, and 5-edge poles appear only where they meet it.- Clean UVs, with the seams laid along the model's own form, and a texture painted to that layout.- Flat-shaded low poly. No normal maps, no smoothing groups to repair.- Every looping clip is genuinely seamless: the first and last frame hold identical poses, verified at build time rather than eyeballed.Key Features:- Train rests closed and opens into a full fan in a dedicated Display clip- Four clips: Idle, Walk, Fly and Display, all looping at 30 fps- 3 coats: blue, green and white peafowl, each its own prefab and 1024x1024 painted base colour map on the same clean UVs- CreatureCoat component: pick a coat in the Inspector, or call SetCoat or RandomCoat at runtime- One closed, all-quad mesh with an edge loop at every joint: 1,634 triangles, one draw call- Prefabs with the Animator Controller assigned, a demo scene and a coats scene- Built-in, URP and HDRP with no setupPolygons: 817 quads (1,634 triangles)Vertices: 2,930 (as Unity imports it: flat shading splits each face's corners)Bones: 22Meshes: 1Materials: 1Textures: 3 (1024x1024 PNG base colour, one per coat)Coats: 3: Blue, Green, WhiteAnimation clips: 4: Idle, Walk, Fly, Display (all looping, 30 fps)Render pipelines: Built-in, URP, HDRPRig type: GenericBounding size (W x H x D): 0.89 x 0.95 x 1.57 mUV channels: 1 (unwrapped, no overlaps)LODs: NoneThis package is produced by a procedural pipeline written specifically for it. Hand-written Python lays the mesh down as one closed all-quad cage, ring by ring round a skeleton it declares bone by bone, cuts the UV seams, computes the texture per texel from position and region, and authors every animation clip as explicit keyframes. Nothing varies from run to run: the same source produces the same geometry, rig, texture and clips on every build.AI was used as a coding assistant. No AI or ML model produces or post-processes any shipped asset.


