Notes Low polygonal game ready animated model of Medieval Horseman Knight in 3D MAX file. Character is perfect for a first person or 3rd person adventure game. May fight as warrior, knight, adventurer...
Unity Asset included. Unreal Asset included.
Unreal Technical Details:
Scaled to Epic skeleton: Yes Rigged: Yes Rigged to Epic skeleton: Yes for Adam Animated: Yes Lods: Yes, for Horse only Number of characters: 2 character blueprints, 31 skeletal meshes including bodies, body parts, hair, clothes... Vertex counts of characters: 32,472 for Adam with all weapons and parts and 15,652 (7,7714 LOD) for Horse Number of Textures: 58 diffuse, specular, metallic (in specular alpha), opacity (in color alpha) and normals. Texture Resolutions: 2048x2048, 1024x1024, 4096x4096 Number of Materials and Material Instances: 12 Materials and 22 Instances Number of Animations: Adam 163 animations for warrior, horseman combats and general moves. 36 horse animations. Animation types: 136 on place animations, and 30 animations with root motion data for Adam. 23 on place animation clips, and 13 duplicates with root motion for horse. Intended Platform: PC / MAC / XBox1 / PS4 Platforms Tested: PC Documentation Included: Yes Important\Additional Notes: PBR materials setup, Physics Asset setup included (not automatic made by hand)
KNIGHT Parts Body parts: Head, Hair, Hands, Arms, Torso, Legs, Feet, included in 3D MAX file. Armor parts: Chest Armor, Helmet (2 variants), Arms Armor, Gloves, Boots, Leg Armor. Weapons: 2 Shields (2 variants)), 2 Swords (Big and medium. Models
Body and Hair: 9,457 polygons, 18,806 triangles and 9,915 vertexes. Weapons (sword with scabbard and 2 shields): 3,428 polygons, 6,758 triangles and 3,680 vertexes. Armor (with feather helmet): 13,135 polygons, 25,626 triangles and 14,613 vertexes. Model with armors and weapons (2 swords, 2 swords with scabbards, 4 shields) : 30,271 polygons, 59,550 triangles and 32,472 vertexes.
Animations
123 Animation for sword and shield warrior and general moves. 93 "on place" animations. And 30 animations with root motion data used by Unity Mecanim. Also there are 40 on place animation for horsman set.
Character Studio BIP files included. Rig has 74 bones.
Textures
There are very high detailed textures. diffuse, specular, opacity and normals maps. TIF file format 4096x4096, 2048X2048, 1024X1024. Feathers
Original 3D MAX file with animated character (112 animation clips) included. Original 3D MAX file with rigged character in T-pose included. Original 3D MAX 2011 animations preview file included.
3 different colors scheme for armor included. 5 Hair textures included. 2 variants of helmet included (with feather and without) Visors can be opened.
2 Shields. One with monster. There is layered texture for the second. Custom knight mark may be placed.
FBX animated file included. DAE (Collada) animated file included. Unity Asset Included. Unity Feathers
Unity 5 PBS shaders. Sample Unity Scene included. Humanoid Mecanim ready setup. It will work 100% precised with my Unity Medieval Animations Mega Pack and all included collections. Character Controller NOT included for Unity asset!
HORSE notes
.FBX files are included. .DAE (Collada) files are included. 5 different color textures for the horse body, 4 colors for hair.
Character Studio .BIP animation clip files are included. Unity asset included.
Mecanim generic rig setaup. PBR materials. LOD version included
model
Body combined from 3 objects (body, mane and tail) and has 5,784 polygons, 6,119 verts. and 11,566 triangles. LOD version has 2,254 polygons, 2,534 verts. and 4,502 triangles.
Armor combined from 10 parts (mask, back armor, blanket, chest armor, reins, harness, skirt, saddle, stirrups, neck armor) and has 9,706 polygons, 9,533 verts. and 18,806 triangles. LOD version has 5,074 polygons, 5,180 verts. and 9,849 triangles.
skeleton
Horse rig has 41 bones. Horseman, reins and stirrups bones can be re-positioned depending on horsemen character position and proportions.
textures
Opacity, normals and specular maps included All textures in .TIF file format and have 4096x4096 and 2048x2048 px.
animations
36 animation clips. 23 "on place" animation clips, plus 13 duplicates of walk, jump, gallop... animation clips included "root motion" data, used by Mechanim.
Each turn animation turns horse to 24 degrees.
Animations General
0. MECHANIM: 0 - 0 fr., 1. S_Drinking: 2 - 55 fr., 2. S_Eating: 56 - 176 fr., 3. S_Explanation: 177 - 222 fr., 4. S_IDLE: 223 - 323 fr., 5. S_Kiss: 324 - 409 fr., 6. S_Looking_around: 410 - 586 fr., 7. S_Pray_A: 587 - 667 fr., 8. S_Reject: 668 - 768 fr., 9. S_salute_B: 768 - 828 fr., 10. S_sit_down: 829 - 854 fr., 11. S_Sitinhg_Talking_A: 855 - 990 fr., 12. S_Sitting: 992 - 1042 fr., 13. S_Came_up: 1043 - 1069 fr., 14. S_Talking_B: 1070 - 1205 fr., 15. S_Throwing: 1206 - 1311 fr., 16. S_Use_object: 1312 - 1352 fr., 17. S_making_item: 1357 - 1387 fr., 18. M_Run: 1392 - 1414 fr., 19. M_Run_Jump: 1415 - 1448 fr., 20. M_Sneaking: 1453 - 1504 fr., 21. M_strafe_run_left: 1509 - 1535 fr., 22. M_strafe_run_right: 1540 - 1566 fr., 23. M_Strife_leftt: 1571 - 1606 fr., 24. M_Strife_right: 1611 - 1646 fr., 25. M_walk: 1651 - 1686 fr., 26. M_Jump_Walking: 1691 - 1721 fr., 27. M_Walking_back_B: 1726 - 1761 fr., 28. M_Walking_With_Tourch: 1766 - 1869 fr., 29. M_Swimming_Crawl: 1874 - 1904 fr.,
30. RM_Run: 1909 - 1931 fr., 31. RM_Run_Jump: 1936 - 1969 fr., 32. RM_Sneaking: 1974 - 2025 fr., 33. RM_strafe_run_left: 2030 - 2056 fr., 34. RM_strafe_run_right: 2061 - 2087 fr., 35. RM_Strife_leftt: 2092 - 2127 fr., 36. RM_Strife_right: 2132 - 2167 fr., 37. RM_walk: 2172 - 2207 fr., 38. RM_Jump_Walking: 2212 - 2242 fr., 39. RM_Walking_back_B: 2247 - 2282 fr., 40. RM_Swimming_Crawl: 2287 - 2317 fr., 41. RM_Walking_With_Tourch: 2322 - 2425 fr.,
Weapon and Shield
42. 1H_PutWeapon_Back: 2430 - 2470 fr., 43. 1H_TookWeaponOut: 2471 - 2511 fr., 44. 1H_5X_Combo: 2512 - 2607 fr., 45. 1H_COMBAT_mode: 2608 - 2658 fr., 46. 1H_dodge_backwards: 2659 - 2694 fr., 47. 1H_Hit_from_back: 2695 - 2730 fr., 48. 1H_Hit_from_front: 2731 - 2766 fr., 49. 1H_moveTOblock: 2767 - 2773 fr., 50. 1H_shield_block_keeping: 2774 - 2804 fr., 51. 1H_moveFROMblock: 2805 - 2811 fr., 52. 1H_shield_block_high_left: 2812 - 2847 fr., 53. 1H_shield_block_high_right: 2848 - 2883 fr., 54. 1H_sword_parry_high_left: 2884 - 2919 fr., 55. 1H_sword_parry_high_right: 2921 - 2956 fr., 56. 1H_sword_shield_blow: 2957 - 2992 fr., 57. 1H_sword_swing_high_left: 2993 - 3028 fr., 58. 1H_sword_swing_high_right: 3029 - 3064 fr., 59. 1H_sword_swing_high_straight_down: 3065 - 3100 fr., 60. 1H_sword_swing_low_left: 3101 - 3136 fr., 61. 1H_sword_swing_low_right: 3137 - 3172 fr., 62. 1H_sword_thrust_high: 3173 - 3208 fr., 63. 1H_Die_fall_backward: 3210 - 3343 fr., 64. 1H_Die_fall_forward: 3348 - 3488 fr., 65. 1H_banging_shield: 3493 - 3513 fr., 66. 1H_Casual_walk: 3518 - 3554 fr., 67. 1H_Cautious_walk: 3559 - 3599 fr., 68. 1H_walk_left_swing: 3600 - 3635 fr., 69. 1H_walk_right_swing: 3636 - 3671 fr., 70. 1H_walk_trust: 3672 - 3707 fr., 71. 1H_combat_run: 3712 - 3734 fr.,
72. RM_1H_Casual_walk: 3739 - 3775 fr., 73. RM_1H_Cautious_walk: 3780 - 3820 fr., 74. RM_1H_walk_left_swing: 3825 - 3860 fr., 75. RM_1H_walk_right_swing: 3865 - 3900 fr., 76. RM_1H_walk_trust: 3905 - 3940 fr., 77. RM_1H_combat_run: 3945 - 3967 fr.,
2 Handed Weapon
78. 2H_PutWeapon_Back: 3972 - 4012 fr., 79. 2H_TookWeaponOut: 4013 - 4053 fr., 80. 2H_3_Swings_Combo: 4054 - 4134 fr., 81. 2H_COMBAT_mode_B: 4135 - 4185 fr., 82. 2H_dodge_backwards: 4186 - 4221 fr., 83. 2H_Dodge_Jump_Backward: 4222 - 4247 fr., 84. 2H_Dodge_Jump_Left: 4248 - 4273 fr., 85. 2H_Dodge_Jump_Right: 4274 - 4299 fr., 86. 2H_duck_below_high_swing: 4300 - 4335 fr., 87. 2H_Heavy Smash: 4336 - 4377 fr., 88. 2H_Hit_from_back: 4378 - 4413 fr., 89. 2H_Hit_from_front: 4414 - 4449 fr., 90. 2H_moveTOblock: 4450 - 4456 fr., 91. 2H_block: 4457 - 4507 fr., 92. 2H_moveFROMblock: 4508 - 4514 fr., 93. 2H_parry_high_front: 4515 - 4550 fr., 94. 2H_parry_high_right: 4551 - 4586 fr., 95. 2H_parry_low_front: 4587 - 4622 fr., 96. 2H_parry_low_left: 4623 - 4658 fr., 97. 2H_Power_Trust: 4659 - 4694 fr., 98. 2H_swing_high_straight_down: 4695 - 4730 fr., 99. 2H_swing_mid_left: 4731 - 4766 fr., 100. 2H_swing_mid_right: 4767 - 4802 fr., 101. 2H_thrust_mid: 4803 - 4838 fr., 102. 2H_Die_fall_backward: 4843 - 4976 fr., 103. 2H_Die_fall_forward: 4981 - 5121 fr., 104. 2H_Die_knocked_backward: 5126 - 5143 fr., 105. 2H_Die_knocked_forward: 5148 - 5165 fr., 106. 2H_Casual_walk: 5170 - 5206 fr., 107. 2H_Cautious_walk: 5211 - 5251 fr., 108. 2H_Walk_swing_high_stright: 5252 - 5292 fr., 109. 2H_Walk_swing_left: 5293 - 5333 fr., 110. 2H_Walk_swing_right: 5334 - 5374 fr., 111. 2H_combat_run: 5379 - 5401 fr.,
112. RM_2H_3_Swings_Combo: 5406 - 5486 fr., 113. RM_2H_Casual_walk: 5491 - 5527 fr., 114. RM_2H_Cautious_walk: 5532 - 5572 fr., 115. RM_2H_Walk_swing_high_stright: 5577 - 5617 fr., 116. RM_2H_Walk_swing_left: 5622 - 5662 fr., 117. RM_2H_Walk_swing_right: 5667 - 5707 fr., 118. RM_2H_combat_run: 5712 - 5734 fr., 119. RM_2H_Dodge_Jump_Backward: 5739 - 5764 fr., 120. RM_2H_Dodge_Jump_Left: 5770 - 5795 fr., 121. RM_2H_Dodge_Jump_Right: 5800 - 5825 fr., 122. RM_2H_Die_knocked_backward: 5830 - 5847 fr., 123. RM_2H_Die_knocked_forward: 5851 - 5868 fr.,
Horseman Animations
1. Horseman_G_Explanation: 0 - 45 fr., 2. Horseman_G_Idle: 46 - 146 fr., 3. Horseman_G_looking_around: 147 - 323 fr., 4. Horseman_G_Say_No: 324 - 374 fr., 5. Horseman_G_Talking: 375 - 420 fr., 6. Horseman_G_War_Cry: 421 - 471 fr., 7. Horseman_G_Riding_Walkig_Horse: 476 - 510 fr., 8. Horseman_G_Riding_Troting_Horse: 515 - 539 fr., 9. Horseman_G_Riding_Galloping_Horse: 544 - 559 fr., 10. Horseman_G_Jumping_on_Horse: 560 - 595 fr., 11. Horseman_Sword_TakeOut_1H: 596 - 626 fr., 12. Horseman_Sword_PutBack_1H: 627 - 657 fr., 13. Horseman_Sword_TakeOut_2H: 658 - 688 fr., 14. Horseman_Sword_Galloping: 689 - 704 fr., 15. Horseman_G_Taking_Hit: 705 - 740 fr., 16. Horseman_Sword_Left_blow: 741 - 776 fr., 17. Horseman_Sword_Left_UP_blow: 777 - 812 fr., 18. Horseman_Sword_Right_blow: 813 - 848 fr., 19. Horseman_Sword_Right_UP_blow: 849 - 884 fr., 20. Horseman_Sword_PutBack_2H: 885 - 915 fr., 21. Horseman_Lance_Take_Out: 916 - 951 fr., 22. Horseman_Lance_Galloping: 952 - 967 fr., 23. Horseman_Lance_Trust_high: 968 - 983 fr., 24. Horseman_Lance_Trust_low: 984 - 999 fr., 25. Horseman_Lance_Getting_Hit: 1000 - 1015 fr., 26. Horseman_LancePoint_Left: 1020 - 1035 fr., 27. Horseman_LancePoint_right: 1040 - 1055 fr., 28. Horseman_Lance_Put_Back: 1060 - 1095 fr., 29. Horseman_Spear_Take_Out: 1100 - 1135 fr., 30. Horseman_Spear_Galloping: 1136 - 1151 fr., 31. Horseman_Spear_Hit_right: 1152 - 1187 fr., 32. Horseman_Spear_Hit_left: 1188 - 1223 fr., 33. Horseman_Spear_throw_left: 1224 - 1259 fr., 34. Horseman_Spear_throw_right: 1260 - 1295 fr., 35. Horseman_Spear_throw_stright: 1296 - 1331 fr., 36. Horseman_Spear_throw_Up: 1332 - 1367 fr., 37. Horseman_Spear_Put_Back: 1368 - 1403 fr., 38. Horseman_G_Death_A: 1408 - 1437 fr., 39. Horseman_G_Death_B: 1442 - 1477 fr., 40. Horseman_G_Death_with_Horse: 1482 - 1506 fr.,
Horse Animations
0. Zero frame: T-Pose 1. horse_Idle_A: 0 - 100 fr., 2. horse_Idle_B: 101 - 201 fr., 3. horse_bite: 201 - 241 fr., 4. horse_kick: 242 - 268 fr., 5. horse_looking_around: 269 - 394 fr., 6. horse_rear_up: 395 - 480 fr., 7. horse_sniff: 481 - 541 fr., 8. horse_eating: 546 - 646 fr., 9. horse_kick_ground: 651 - 685 fr., 10. horse_death: 690 - 716 fr., 11. M_horse_galloping: 721 - 736 fr., 12. M_horse_jump: 737 - 772 fr., 13. M_horse_galloping_turn_left: 773 - 788 fr., 14. M_horse_galloping_turn_right: 793 - 808 fr., 15. M_horse_running_death: 813 - 853 fr., 16. M_horse_swim: 858 - 892 fr., 17. M_horse_trot: 897 - 921 fr., 18. M_horse_trot_turn_left: 922 - 946 fr., 19. M_horse_trot_turn_right: 951 - 975 fr., 20. M_horse_walk: 980 - 1014 fr., 21. M_horse_walk_turn_Left: 1015 - 1049 fr., 22. M_horse_walk_turn_right: 1054 - 1088 fr., 23. M_horse_walk_back: 1093 - 1127 fr., 24. RM_horse_galloping: 1132 - 1147 fr., 25. RM_horse_galloping_turn_left: 1152 - 1167 fr., 26. RM_horse_galloping_turn_right: 1172 - 1187 fr., 27. RM_horse_jump: 1192 - 1227 fr., 28. RM_horse_running_death: 1232 - 1272 fr., 29. RM_horse_swim: 1277 - 1311 fr., 30. RM_horse_trot: 1316 - 1340 fr., 31. RM_horse_trot_turn_left: 1345 - 1369 fr., 32. RM_horse_trot_turn_right: 1374 - 1398 fr., 33. RM_horse_walk: 1403 - 1437 fr., 34. RM_horse_walk_back: 1442 - 1476 fr., 35. RM_horse_walk_turn_Left: 1481 - 1515 fr. 36. RM_horse_walk_turn_right: 1520 - 1554 fr.,