The medieval alien knight was conceptualized to combine these two genre. The four eyes on the helmet were intentional. Of course these could be removed from the PSD file and the texture so that the character might pass for simply a medival knight as well.
This is a fully poseable character. Find the Top CTRL and the control curves underneath this node to animate.
The model currently has a simple animation set on on controls. Return the timeline to 0 and delete all keays from both control groups to return model to bind pose.
The swords are separate geometry parented to the hand controls. Just unparent these items if you wish to use them as props.
There are quick selection sets for all animation curves as well.
There are PSD files included for: 1. Color map 2. bump
Note on smoothing.
Both the knight and his swords have smooth nodes that are connected to the TOP CTRL curve.
Use these smooth attributes to control subdivision levels if desired.
The smooth nodes allow for multiple subdivision settings. 0 - 2. Vert and face numbers were taken from the setting 0. Renders were done at setting 1.
Lighting and environment were intended for display renders only.