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Interactive 3D preview (reduced-detail model, 44,008 triangles · 3 × 0.5 × 1.9 m · 3 animation clips). The downloadable files are the full-resolution originals.

Description

Villains Character Set

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.

The crew

  • Assassin (Shadow / Desert): Masked killer: a sculpted, face-contoured mask (lacquered black or dark steel, with edge wear) with a brow ledge, cheek planes, a nose ridge, a subtle centre ridge and angled glowing eye slits in bevelled metal rims, over a cloth balaclava; two-fold scarf cowl and tail, leather jerkin, diagonal bandolier with four knife sheaths, a short sword over the back, bracers with straps, arm and shin wraps, hip flaps, thigh holster, knee pads, shoulder guard.
  • Warlord (Iron / Bronze): Armoured tyrant: closed great helm with a straight eye slit and glowing eyes behind it, brow band, nose guard, crest, breathing slots and horns; a chunky fur collar with clumps, tufts and strand detail; a draped tabard with folds, a gold border and a horned-crown heraldic emblem; a short folded cape; ridged breastplate, three fauld lames, layered spiked pauldrons, full arm and leg harness, flared gauntlets and sabatons.
  • Sorcerer (Amethyst / Ash): Hooded caster: deep peaked hood with a gold trim over a shadowed face with two glowing eyes, mantle with trim, hanging bell sleeves with soft folds and glowing rune cuffs, a full robe skirt all the way round with drape folds, a gold hem and a glowing rune band, sash with knot, amulet with a glowing gem, scroll case, bracers and wrapped boots.

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.

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
Assassin29,40214,7016,467
Warlord29,38614,6926,464
Sorcerer29,23314,6156,431

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.

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 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.

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
3
LODs included
Yes
Collision meshes
No
Polygon budget
29402 tris
Target platform
pc, console, mobile, web

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