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Interactive 3D preview (reduced-detail model, 28,549 triangles · 2.2 × 1.2 × 1.9 m · 3 animation clips). The downloadable files are the full-resolution originals.

Description

Aliens Character Set

Two game-ready stylised aliens, a slender Grey and a Reptile warrior with a tail, each with two colour variants, three LODs and 2K PBR textures with baked wear. They are built on the shared AssetLoom 53-bone humanoid skeleton, so every AssetLoom animation pack plays on them directly, and the bone names follow Unity Humanoid, Godot's humanoid profile and (in separate files) UE5 naming.

The crew

  • Grey (Ash grey / Nebula): Tall slender grey: a huge inverted-teardrop cranium with cheekbones, eye sockets and a small chin; large glossy black almond eyes seated in the sockets with lid rims; brow lines, nostrils and a slit mouth on a long neck; slim limbs with elbows, knees and light musculature; a fitted, tapered harness vest with shoulder straps, clips and a glowing seam, a metal collar with a light ring, a hexagonal chest emblem, wrist and arm bands, knee guards and soft boots with glowing cuffs.
  • Reptile (Jungle / Desert): Reptilian warrior: a tapered, arched snout with a nose pad, nostril bumps, lip scales along the jaw line and teeth set in the lips; recessed eyes with a slit pupil under heavy lids and brow ridges; curved, ridged horns and a crest of varied spines rooted in the scaled skin; layered bronze breastplate (domed upper plate and two chevron lames with rims), spiked pauldron, harness, bracers, belt, folded front and back loincloth, tapered greaves, clawed boots, and a long spined tail skinned to five x_tail bones.

Both have stitched gloves with knuckle and finger-segment pads that follow the finger bones, and boots with rounded soles slightly wider than the upper. Panel seams, stitching, edge wear, scratches and grime are baked into the textures. The heads are stylised non-human designs, with no human face to rig. The Reptile's tail runs on five extra deforming bones (x_tail_01 to x_tail_05); our animation packs do not key them, so the tail follows the hips until you animate it.

What you get, per character

  • FBX for Unity and Godot with LOD0, LOD1 and LOD2 (named for Unity's automatic LOD Group), Y up, metres
  • FBX for Unreal Engine 5, one file per LOD, centimetres, UE5-style bone names
  • A standalone skinned GLB per colour variant (glTF 2.0, textures embedded)
  • Blender 5.2 source file with all LODs, both materials and packed textures
  • 2048 px textures: base colour and emissive per variant, shared normal and ORM (occlusion, roughness, metallic)
  • Sockets: x_hand_r_weapon, x_hand_l_weapon, x_hand_l_shield, x_back, x_hip_l
  • Plus Rig/bone_map.json and check_report.txt

Specs

LOD0LOD1LOD2
Grey28505142516269
Reptile28598142986290

Triangles per LOD. One material and one UV set per character; max 4 bone influences per vertex; A-pose bind; about 1.75 to 1.85 m tall with cranium and horns.

Checked

Every exported file was re-imported in Blender and compared with the AssetLoom rig: bone names, parents and rest pose (within 0.1 mm), sockets, weights and triangle counts. Each character was also posed with clips from our locomotion, unarmed, melee, jumps and vehicle packs, and the hands were reviewed close up in relaxed, fist, open and pointing poses.

Engines

  • Unity: Humanoid rig, Create From This Model; the LOD Group is built on import.
  • Unreal Engine 5: import the UE5 FBX at scale 1 on the same Skeleton as our UE5 animation packs; add LOD1 and LOD2 in LOD Settings.
  • Godot 4: Bone Map with SkeletonProfileHumanoid fills automatically.

Engines were not opened for this listing. Full import notes are in the README.

Limitations

Linear blend skinning without corrective shapes, so plates can touch at extreme bends. The tail is not animated by our packs. No facial rig. No weapons included (the melee pack's props fit the sockets).

Value

Two complete characters with four looks, three LODs each and 2K PBR textures for 300 credits, on the same skeleton as every AssetLoom animation pack. More aliens are planned for this set as free updates.

How it was made

Modelled procedurally by AssetLoom in Blender: outfit shells grown from the AssetLoom mannequin body, hard-surface parts, procedural materials baked to 2K textures. No scans, no store assets, no AI generation.

Standard licence: use in personal and commercial projects; don't resell or share the files. See https://assetloom.io/licenses

Technical details

Formats
FBX, GLB, BLEND, PNG, JSON, TXT
Software
Blender, Maya, 3ds Max, Cinema 4D, Houdini
Provenance
Procedural
AI training
prohibited
Engine
unity, unreal-engine, godot
Engine version
Unity 2022.3 LTS+, Unreal Engine 5.3+, Godot 4.2+ (verified by re-import in Blender; not tested in the engines)
Rig / skeleton
humanoid
Number of characters
2
LODs included
Yes
Collision meshes
No
Polygon budget
28598 tris
Target platform
pc, console, mobile, web

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