Forged for the guardians of a sunken kingdom, Thalassor holds the glow of the deep sea in its blade. Dark steel framed in polished copper carries a river of glowing teal inlay from the guard to the tip, with diamond gems, a wrapped teal leather grip and a crystal pommel. Built as a hero weapon, paladin or sea-knight gear, or a legendary drop for stylized fantasy RPGs.
WHAT'S INCLUDED
- FBX download: SM_Thalassor.fbx (game-ready mesh, real-world scale 114 cm, pivot at the centre of the grip, blade along +Z) + 8K textures: Base Color, Metallic, Roughness, Emissive, Normal (OpenGL) and ORM (packed for Unreal)
- OBJ download: SM_Thalassor.obj + .mtl with the same 8K textures + mesh maps (8K PNG): Ambient Occlusion, Curvature, Thickness, Position
- GLB / GLTF / USDZ versions (auto-converted by Fab from the FBX)
- Additional files: 8K Normal map in DirectX (Y-) orientation
- Blender download: Thalassor_FX_Scene.blend, the presentation scene from the images with the textures packed at 4K, emissive glow pulse, mist wisps, rising motes, bloom, lights and 7 cameras (Blender EEVEE)
- Clean folder layout: Thalassor/SM_Thalassor.fbx + Thalassor/Textures/ (textures link automatically on import)
TECHNICAL DETAILS
- Polycount: 13,468 triangles / 6,736 vertices (triangulated)
- Watertight, symmetrical mesh; one material, one UV set, no overlapping or flipped UVs
- 8192 x 8192 textures, easy to downscale to 4K/2K for your target platform
- High-to-low baked normal and mesh maps (8K bake), textured in Substance 3D Painter
- Metal/Roughness PBR, ready for Unreal Engine, Unity, Blender and any PBR renderer
- Glowing teal inlays and gems driven by the emissive map
NOTES
- The mist wisps, motes, glow pulse and bloom are in the Blender scene only; the FBX/OBJ/GLB contain the sword, and in game engines the glow comes from the emissive map.
- The Blender scene's polycount includes the effect objects (wisps, motes, aura); the sword itself is 13,468 triangles.
- Depending on your skeleton, the hand socket may need a 90 degree rotation in Unreal Engine.
- The base mesh was generated with AI assistance, then processed by hand: cleanup, retopology, UV unwrapping, baking and texturing.