The Elemental Golem Pack is a versatile asset pack that empowers you to bring your characters to life like never before. With a muscular male 3D model as your canvas, the only limit is your imagination! The pack includes a vast collection of skins and accessories, allowing you to effortlessly transform your character into various fantastical beings and creatures, from majestic elements and sinister demons to SciFi robots and armors!
Whether you're crafting characters for third-person adventures, henchmen, bosses, or immersive NPCs for your SciFi, Fantasy, or Adventure games, the Elemental Golem Character Asset Pack has you covered. Our meticulously detailed 4K textures ensure your characters shine from every angle, making them suitable for first-person experiences, breathing life into every pixel.
Whether you're an indie developer, a seasoned game designer, or an enthusiast with a passion for storytelling, the Elemental Golem Character Asset Pack is a must-have to elevate your game to new heights.
What's Included:
- 3 Base Meshes: Golem, Demon, Robot
- 8 Main Skin Variants: Air, Fire, Ice, Earth, Flesh, Demon, Stone, SciFi Robot/Metal
- 60 Variations Total
- 19 Accessories: Faces, cannons, hats, etc. (with several variations)
Technical Details:
- Game-ready
- AO, Diffuse, Metal, Roughness, Normal, and Emission maps in PBR-metalness workflow.
- Visual Effects Included
- Customize materials with new colors and graphics/tattoos
- 4K Textures for characters, 2K for Accessories; VFX can be optimized.
- Organized in color-coded, easy-to-sort folders with understandable names.
- Bonus simple SciFi level to showcase FPS mechanics.
- Unique Meshes: 21 (original, not counting variations)
- Collision: Yes (custom and automatically generated)
- Vertex Count: 307,787
- LODs: Yes
- Materials and Instances: 28 materials, 190 material instances
- Textures: 242, with resolutions of 4K, 2K, 1K, 512x512, 256x256, and 50x50px
- Supported Platforms: Windows, MacOS, Linux, Xbox, Playstation
Important Notes:
The sample overview level may be slow because all particle effects are used simultaneously. The overview level was optimized as well as all assets, which is why many textures have been downscaled to save performance.