Mr. Necturus Demons :)

Hey guys. I am glad to say, my first two assets was released today.
They are to demons who can be an aliens as well.
Hope you will find them useful to your projects.

Demon Warrior: Demon Warrior in Characters - UE Marketplace

Scaled to Epic skeleton: Yes
Rigged: Yes
Rigged to Epic skeleton: No
Animated: Yes
Number of characters: 1
Vertex counts of characters: 11,546 (LOD 3,791 vertexes)
Texture Resolutions: 4096x4096
Number of Animations: 37 animations.
Animation types: 27 place animations and 10 animations with root motion data
Intended Platform: PC / MAC / XBox1 / PS4
Platforms Tested: PC
Documentation Included: Yes (Animations list)
Important\Additional Notes: PBR materials setup, Physics Asset setup included, LOD version included, 3D MAX 2009 file with rigged character included

Demon Destroyer: Demon Destroyer in Characters - UE Marketplace

Scaled to Epic skeleton: Yes
Rigged: Yes
Rigged to Epic skeleton: No
Animated: Yes
Number of characters: 1
Vertex counts of characters: 15,294 (LOD 4,292 vertexes)
Texture Resolutions: 4096x4096
Number of Animations: 34 animations.
Animation types: 24 place animations and 10 animations with root motion data
Intended Platform: PC / MAC / XBox1 / PS4
Platforms Tested: PC
Documentation Included: Yes (Animations list)
Important\Additional Notes: PBR materials setup, Physics Asset setup included, LOD version included, 3D MAX 2009 file with rigged character included, Rig has 34 bones

Hey @mr.Necturus - Do you plan on putting your animations mega packs on the marketplace?

Your demon looks really cool.

Just curious,

HeadClot

Thank you!

Unfortunately I didn’t find how technical I can transfer my animations into Unreal Humanoid rig.
Character Studio rig I used can have same bones structure and number but its bones have different angel in 3D space then corresponded bones of Unreal typical character. ;(

The most frightening and hideous 3D abominations I’ve ever seen.

True Digital Nightmares. Awesome Work!

Thank you TechLord. This is was my goal! :slight_smile: