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Package details
- Latest version
- 1.1.0
- Last updated
- First released
- Unity version
- 6000.5.2 or later
- Package size
- 481 KB
- Files
- 6
- Views in the past week
- 8
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- Lowest recorded
- $9.99 on
Keywords
3D Spider - Low Poly Rigged & Animated Arachnid
Rigged, animated low-poly giant spider for horror, cave and dungeon games. Eight legs on a 27-bone rig, a true tetrapod Walk, one all-quad mesh, 1,692 tris, painted 1024 texture.
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Last 6 months
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3D Spider - Low Poly Rigged & Animated Arachnid screenshot 1
About this asset
A low-poly giant spider for horror, cave, dungeon and survival games, Halloween scenes and creature swarms. It is 1.2 m across the legs, so it reads as a threat at player scale rather than as set dressing. Drag the prefab into a scene and press Play: it animates with no setup.
Walks like a spider. All eight legs are rigged with three bones each, and the Walk runs a true alternating-tetrapod gait: legs 1 and 3 on one side step with legs 2 and 4 on the other, so four feet are on the ground in every frame. Each foot swings forward through the air and pushes back along the ground, and neighbouring legs keep clear of each other through the whole stride. Every planted foot slides back at the same speed, so a spider moved forward at 0.45 m/s walks without its feet skating. In the Idle the body breathes and shifts its weight on eight feet that stay exactly where they stand.
Game-ready topology. One closed, all-quad mesh: the legs and fangs grow out of the body rather than being pushed into it, with an edge loop at every knee and ankle so the joints bend cleanly. 1,692 triangles, one material, one draw call.
Painted, with a horror read. A 1024x1024 base colour map on clean UVs: a dark carapace with pale streaks running out from its centre, eight amber eyes, ivory-tipped fangs, pale bands at every knee and ankle and a red hourglass on the abdomen.
The cephalothorax and the abdomen are rigged separately, so the abdomen sways as the spider walks, and the fangs are on their own bone for a bite or threat pose.
What's in the package:
- One FBX: mesh, skeleton and all animation clips in a single file
- One 1024x1024 PNG base colour texture, painted to the model's UV layout
- An Animator Controller with one state per clip, Idle as the default
- A prefab with the controller already assigned, ready to drag into a scene
- A demo scene: the model, a key light and a camera already framed on it, ready to press Play on
- A README covering import steps, the model's stats and the clip list
Assets import to Assets/Backrock/Creatures/, in a folder named after the model.
Why it drops straight into a scene:
- 1 Unity unit = 1 metre. Imports at Scale Factor 1, upright, at rotation (0,0,0), facing +Z. No rescaling, no rotation fix, no empty parent object.
- One mesh, one material, one draw call. No submeshes to merge.
- Game-ready topology: one closed, all-quad mesh with edge loops at every joint. Limbs and every other attachment grow out of the body rather than being pushed into it, so there are no intersecting shells, and 5-edge poles appear only where they meet it.
- Clean UVs, with the seams laid along the model's own form, and a texture painted to that layout: no stretching and no visible seams.
- Flat-shaded low poly. No normal maps, no smoothing groups to repair.
- Every looping clip is genuinely seamless: the first and last frame hold identical poses, verified at build time rather than eyeballed.
Key Features:
- One closed, all-quad mesh with an edge loop at every knee and ankle: no intersecting parts, and 5-edge poles only where the legs and fangs join
- Painted 1024x1024 base colour map on clean UVs: amber eyes, ivory fangs, banded joints and a red hourglass
- 27 bones: 8 legs x 3 segments, plus body, abdomen and fangs
- Alternating-tetrapod Walk with four feet on the ground in every frame
- Planted feet: the Idle never moves a foot, and at 0.45 m/s the Walk's feet hold still on the ground
- Looping Idle and Walk, an Animator Controller and a prefab ready to drop into a scene
- 1.2 m leg span: sized as a creature, not a prop
- Built-in, URP and HDRP with no setup
From the publisher's Asset Store listing.
Technical details
Polygons: 846 quads (1,692 triangles)
Vertices: 3,168 (as Unity imports it: flat shading and the UV seams split the 848 source vertices)
Bones: 27
Meshes: 1
Materials: 1
Textures: 1 (1024x1024 PNG base colour)
Animation clips: 2: Idle, Walk (all looping, 30 fps)
Render pipelines: Built-in, URP, HDRP
Rig type: Generic
Bounding size (W x H x D): 1.20 x 0.50 x 1.10 m
UV channels: 1 (unwrapped, no overlaps)
LODs: None
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.5.2f1 | Compatible | Compatible | Compatible |
Unity 6000.5 and newer.
Built-in Render Pipeline, URP and HDRP, with no setup and no upgrade step.
The material is embedded in the FBX, so Unity builds it with whichever pipeline's lit shader your project is using: Standard on Built-in, Lit on URP and HDRP. The base colour texture is bound automatically. There is nothing to convert and no second package to import.
As listed on the Asset Store.