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3D Eldritch Horrors PBR Model Pack

FORMATS
NATIVE
Blender 2.93  |  EEVEE Renderer 2.93
OBJ
FBX
Collada
Other
3D Model Specifications
470,764 Polygons
237,560 Vertices
Polygonal Tris only Geometry
Textures
Materials
UV Mapped
Mixed Unwrapped UVs
Rigged
Product ID: 1763609
76 Products
Since 2009

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Eldritch Abominations Asset Pack

Eldritch Abominations is a Lovecraftian asset pack containing several low-poly rigged models (Skeletal Meshes) and a few static meshes. All of them can be posed or animated to your liking and include several skins to choose from (including a few wet/slimy skins), in 4k. All organic props have SSS, for added realism. The creatures contained in this asset pack are small to medium in real-world size and that is the size ratio they were meant for, however, since they are fictional creatures they could be any size you want them yo be.

This asset pack is ideal for cosmic horror, body horror and gothic horror themed pieces, but can be used elsewhere, too.

What's included


  • AO, Albedo, Roughness, Normal, Emission and SSS maps in PBR, in 4K

  • 4 Different tentacles with 2 variations.

  • Each tentacle has 8 skins total; 4 dry and 4 wet/slimy

  • There are 2 eyeballs, each with 4 skins to choose from (a total of 8 different eyeballs)

  • The cat eye (slit pupil) eyeballs have an emission layer, so they can glow in the dark.

  • The teeth 'walls' are ideal for corridors and there's only 2 varieties; Feral and normal, each has 2 skins; Dead an alive

  • The teeth props also come in Character form; The teeth balls. Which also come in Feral and normal and have 2 skins, just like the walls. Neither these nor the teeth walls are animated but they come as separate pieces so they can be animated as static meshes.

  • The Teratomas (a tumor with skin, teeth and eyeballs), like the teeth props aren't rigged, but can be animated procedurally via noise or other types of mesh warping.

  • The fully rigged creatures (the fish, the bat and the finger creature) have a full range of movement, but there's kinetic limits to their movement where the mesh clips through itself, especially in the case of the bat wings.

  • The rigged creatures all have easy to read, colour-coded IK bones for you to easily animate

  • The rig on each of the creatures all contain IK bones to ease animation, but you can still go to the Armature panel in the Object Data Properties in Blender and unhide the other layer, which contains the deformation bones, so you can animate those.

  • Additionally, for most of the slimy/wet creatures versions there's slime threads/strands/droplets, to increase the gross factor and for a more visceral effect. They can be added whether through a particle system or manually.

  • In most cases there's only one or two of each model, but for preview purposes there's several copies.

Polycounts (All in Triangles):

Tentacle 1a: 7,296

Tentacle 1b: 7,152

Tentacle 2a: 6,080

Tentacle 2b: 5,968

Tentacle 3a: 1,424

Tentacle 3b: 1,424

Tentacle 4a: 1,424

Tentacle 4b: 1,424

Eyeball 1: 3,400

Eyeball 2: 3,400

Teeth wall 1 (Normal, both halves): 31,524

Teeth wall 2 (Feral, both halves): 44,696

Teeth ball 1 (Normal, both halves): 20,100

Teeth ball 2 (Feral, both halves): 28,032

Teratoma: 16,452

Eldritch Fish: 27,612

Eldritch Bat: 17,846

Eldritch Fingers: 3,412

Slime Strands (collectively): 448

Formats included: .BLEND (Native) .OBJ .DAE, .FBX

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