Obsidrake is a game-ready, rigged and animated western dragon with black obsidian scales, torn bat-like wings and glowing ember-orange cracks on its chest, throat and eyes.
What's included
- 3 LODs: LOD0 39,986, LOD1 20,000, LOD2 8,000 triangles (shared UVs and textures)
- 55-bone skeleton: spine, 3-bone neck, head, jaw, 9-bone tail, 4-bone legs, wings with 4 two-bone fingers carrying the membrane
- 8 animations at 30 fps, in place: Idle, Walk, Run, Fly (loops), Land, Bite, Roar, Death
- FBX (LOD0 with all animations + LOD1/LOD2 on the same skeleton) and a Blender file with 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_Obsidrake (3 LODs), skeleton, physics asset, 8 animation sequences, parameterized material instance, packed ORM texture and a showcase map
Technical details
- About 8 m long, 6.2 m wingspan; facing +X, Z up, scale 1
- Every vertex skinned, max 4 influences, symmetric weights; closed, symmetric mesh
- Mirrored UVs (left/right share UV space); normal map OpenGL (flip green for DirectX; already set in the Unreal pack)
- Feet planted with baked IK; animations are procedural (great for prototypes, open-world creatures and AI enemies)
Unreal Engine notes (import tested in Unreal Engine 5.8.4)
- Easiest: add the Unreal Engine 5.8 asset pack and open Content/Obsidrake/Maps/Map_Obsidrake_Showcase.
- From FBX: import Obsidrake.fbx (animations import automatically), then add Obsidrake_LOD1/LOD2 with Skeletal Mesh Editor > LOD Settings > Import LOD.
- Not tested in Unity.
Not included: Blueprints, AI or gameplay logic, root-motion versions of the animations, fire-breath VFX.