
- Interactive 3D preview
Sci-Fi Crew Character Set: Soldier, Pilot, Android, Rigged with LODs
FBX · GLB · BLEND · PNG · JSON · TXT
Loading 3D preview…
Three game-ready villains, a masked Assassin, an armoured Warlord and a hooded Sorcerer, 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.
All three 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. A mask, a closed helm and a shadowed hood mean there is no face to rig, retopologise or animate.
x_hand_r_weapon, x_hand_l_weapon, x_hand_l_shield, x_back, x_hip_lRig/bone_map.json and check_report.txt| LOD0 | LOD1 | LOD2 | |
|---|---|---|---|
| Assassin | 29,402 | 14,701 | 6,467 |
| Warlord | 29,386 | 14,692 | 6,464 |
| Sorcerer | 29,233 | 14,615 | 6,431 |
Triangles per LOD. One material and one UV set per character; max 4 bone influences per vertex; A-pose bind; about 1.75 to 1.95 m tall with hood, helm and horns.
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 were not opened for this listing. Full import notes are in the README.
Linear blend skinning without corrective shapes, so plates can touch at extreme bends. The Warlord's tabard and cape and the Sorcerer's robe are skinned cloth without simulation; the robe is weighted from the hips to both legs so it moves with them, but cloth can touch the legs in extreme poses. No facial rig. The Assassin's back sword and knives are part of the mesh; for held weapons use the melee pack's props on the sockets.
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

FBX · GLB · BLEND · PNG · JSON · TXT

FBX · GLB · BLEND · PNG · JSON · TXT

FBX · GLB · BLEND · PNG · CSV · TXT

FBX · GLB · BVH · BLEND · JSON · CSV · TXT
Own this asset? Sign in to review it.
No reviews yet. Owners can share how the asset worked for them.
Sign in to ask the creator a question.
No questions yet. Ask about formats, compatibility or licensing.