Micah Koleoso Software - Muddy Green Scout Mech – Game-Ready 3D Asset

Bring your sci-fi or tactical environments to life with this fully animated, mid-poly Muddy Green Scout Mech. Designed for reconnaissance, stealth, and mobility. Ideal for sci-fi, mech combat, or strategy games that require lightweight, high-detail mech units.

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Features

  • Mid-poly 3D model with clean topology

  • Designed as a light recon-class mech with agile movement and modular structure

  • Muddy green paint scheme with realistic wear, grime, and mechanical detailing

  • PBR materials with texture maps for realism across various lighting conditions

  • Modular mesh split into torso, pelvis, legs, arms, and guns

Included Content

Model and Setup

  • 1 Mech model (.FBX format) with 15 baked animations

  • Combined mesh: Torso, pelvis, legs, arms, guns  and parts

  • Unreal Engine example project with basic setup for mesh, materials and animations

Textures and Materials

  • 7 material slots

  • Base Color

  • Normal Maps (DirectX version)

  • Packed ORM (Occlusion, Roughness, Metallic)

  • Transparent material for camera glass

  • Textures in 2K resolution

Animations (15 Total)

  • default – Static/rest pose startup – Power-up sequence

  • shutdown – Power-down/deactivation

  • idletype1 – Idle animation variant 1

  • idletype2 – Idle animation variant 2

  • shooting – Firing pose animation

  • (Note: The mech includes two unanimated bones, barrel_rotate_r and barrel_rotate_l, allowing you to rotate the barrels separately at runtime in-engine.) turnleft – Rotate in place to the left

  • turnright – Rotate in place to the right

  • walkforward – Standard walk cycle

  • walkbackwards – Reverse walk cycle

  • runforward – Running cycle

  • death – Destruction animation

  • impactback – Reaction to hit from behind

  • impactfront – Reaction to frontal hit

  • impactleft – Reaction to left-side hit

  • impactright – Reaction to right-side hit

Notes

  • This asset does not include the control rig used for the animations but bones can still be animated directly in the Game Engine

  • Animations are fully baked into the FBX file for easy use across engines

  • Normal Maps can be flipped in the Engine under Details of the Normal map if needed