Hollowstag is a game-ready, rigged and animated dark-fantasy wendigo: a 3 m tall, emaciated biped with an elk skull and branching antlers, long clawed arms, deer-like digitigrade legs with hooves, matted fur on the shoulders and hips, an open mouth with long fangs and a cold blue glow in the eye sockets.
What's included
- 3 LODs: LOD0 29,996, LOD1 15,000 and LOD2 5,998 triangles, sharing UVs and textures.
- A 31-bone skeleton with Unreal-style names:
- spine (3), neck (2), head, jaw;
- clavicles;
- per arm: upper arm, lower arm, hand, two finger bones, thumb;
- per leg (digitigrade): thigh, calf (to the hock), foot (cannon bone), ball (hoof).
- 13 animations at 30 fps:
- Locomotion: Idle, Walk and Run (loops, in place), Turn_L90, Turn_R90;
- Combat: Attack_Claw, Attack_Combo, Attack_Lunge_Bite, Hit_React, Dodge_Back;
- Death + Spawn: Roar, Spawn (rises from a curled crouch), Death.
- FBX files: LOD0 with all animations, plus LOD1/LOD2 on the same skeleton.
- A Blender file with the rig, actions and material.
- 5 PBR texture maps, 4096 x 4096 PNG: BaseColor, Normal (OpenGL), Roughness, Metallic, Emission.
- Unreal Engine 5.8 asset pack: SK_Hollowstag (3 LODs), skeleton and physics asset; 13 animation sequences; a parameterized material instance and a packed ORM texture; a showcase map.
Technical details
- Size and orientation: 3.0 m from hoof to antler tip (skull top about 2.4 m); facing +X, Z up, scale 1.
- Skinning: every vertex is skinned, with max 4 influences; the skull and antlers are rigid on the head bone, and the upper fangs and lower teeth follow their own jaw.
- Mesh: closed and symmetric, with one material.
- UVs and normals: mirrored UVs (left and right share UV space). The normal map is OpenGL; flip the green channel for DirectX (already set in the Unreal pack).
- Root motion: Walk, Run and the attacks are in place. Turn_L90, Turn_R90 and Dodge_Back move the root bone (root motion is off by default in the Unreal pack; turn it on if you want it).
- Animation timing: taken from AI-generated reference videos, measured frame by frame and rebuilt on the rig. The digitigrade legs are solved analytically, so the knees always bend forward and the hocks backward; planted hooves stay on the ground.
- Checked on every frame: no reversed knees, hocks or elbows, no hands or forearms inside the body or head, and no ground penetration.
Unreal Engine notes (import tested in Unreal Engine 5.8.4)
- Easiest: add the Unreal Engine 5.8 asset pack and open Content/Hollowstag/Maps/Map_Hollowstag_Showcase.
- From FBX: import Hollowstag.fbx (the animations import automatically), then add Hollowstag_LOD1/LOD2 with Skeletal Mesh Editor > LOD Settings > Import LOD.
- Not tested in Unity.
Not included: Blueprints, AI or gameplay logic, VFX (the eye glow is in the emission map), facial blendshapes.
More dark-fantasy creatures are in the same store (Slagborn rock ghoul, Gravefang dire wolf, Obsidrake dragon).