3D Zombie Pack - 10 Low Poly Humanoid Rigged Zombies OFFICIAL SALE

A complete horde, not ten variations on one body. Each of the ten has its own

silhouette and its own reason to exist in a level: the Shambler you spawn by

the dozen, the Runner that changes how the player moves, the 2.15 m Brute that

reads as a mini-boss, the Crawler that comes at knee height, the Bloater built

to burst, the Screamer that calls the others, the Spitter that fights at

range, the riot-armoured one that has to be flanked, and two who died as

somebody — a scientist and a soldier — and still carry what they were wearing.


One skeleton across all ten. Same bone names, same clip names, same

proportional rig. One Animator controller drives the entire pack, and a clip

authored on any one of them plays on the other nine. Swapping a Shambler for a

Brute mid-scene is a prefab swap, not an animation problem.


The whole pack costs less than a third of the models bought singly:

$99.90 of singles for $34.99.


Cheap enough for crowds. 6,526 triangles for all ten, one material and one

draw call each, no LODs to manage because there is nothing to reduce. A

forty-zombie horde built from these is roughly the triangle budget of one

conventional character.


Every model imports upright at Scale Factor 1, one Unity unit to the metre,

facing +Z. Each ships its own demo scene, its own 128x128 palette atlas and

its own README.


Key Features:

- Ten distinct zombies: Shambler, Runner, Brute, Crawler, Bloater, Screamer, Spitter, Riot, Scientist, Soldier

- One Unity Humanoid skeleton across all ten — Avatar builds automatically, Mixamo and Starter Assets clips retarget onto any of them

- 30 clips in total: Idle, Walk and a one-shot Attack on every model

- One Animator controller drives the whole pack; clips are interchangeable

- 6,526 triangles for all ten — 580 to 724 each, one draw call each

- 1.55 m to 2.15 m tall, so the horde reads at a range of heights

- A demo scene, a palette atlas and a README per model

- Recolour the whole pack by editing ten 16-pixel textures


Variant breakdown


Zombie — Shambler

The baseline walker. Humanoid-rigged low-poly zombie, 1.78 m, with a slow

lurching gait. Idle, Walk and Attack. 620 tris, 21 bones.

The standard-issue undead: 1.78 m, average build, torn clothes, and the slow

uneven lurch that a zombie horde is built on.

Designed as the one you spawn by the dozen. At 620 triangles and one draw call

it stays cheap in crowds, and the Walk clip's uneven stride — one leg dragging

shorter than the other — keeps a group from looking like it is marching in

lockstep.


Zombie — Runner

The fast one. Humanoid-rigged low-poly sprinter zombie, 1.72 m, lean frame,

long limbs, quick tempo. 580 tris, 21 bones.

The zombie that changes how a player plays: lean 1.72 m frame, elongated

limbs, forward-pitched posture, and a Walk cycle running at roughly twice the

tempo of the Shambler's.

Narrow build and red-stained clothing give it a distinct silhouette in a

crowd, so players can tell at a glance which one is about to close the

distance — which is the whole design job a runner has to do.


Zombie — Brute

The heavy. Humanoid-rigged low-poly brute zombie at 2.15 m with a hunched

back, bone shoulder plates and exposed ribs. 718 tris, 21 bones.

A 2.15 m mini-boss — the tallest and heaviest zombie in the series, built to

stand a clear head above the rest of a horde.

Massive shoulders, a hunched back, bone plates over the shoulders and exposed

ribs across the chest. A heavy brow ridge sits over the eyes. The gait is

slow and wide, and the Attack lunge swings with the mass behind it.

Still 718 triangles, so it costs no more than the rest of the horde.


Zombie — Crawler

The low one. Humanoid-rigged low-poly crawler zombie, folded almost double on

shattered legs, arms doing the work. 616 tris, 21 bones.

A zombie that comes at the player from below eye line — folded almost double,

knees deeply bent, arms extended and taking the weight.

Because it stays fully humanoid-rigged rather than being modelled as a legless

torso, you keep the option to stand it up, retarget any humanoid clip onto it,

or transition it between crawling and upright states. Legless crawler models

can do none of that.

Elongated arms and exposed ribs. The deep crouch is in the animation, not

baked into the bind pose, so the Avatar still maps cleanly.


Zombie — Bloater

The swollen one. Humanoid-rigged low-poly bloater zombie, 1.80 m, distended

gut, short thick limbs, sagging gait. 644 tris, 21 bones.

A bloated zombie built around a distended gut — the obvious silhouette read

for an exploder, a gas carrier, or whatever your design calls a zombie that

should not be shot at close range.

Short thick limbs, wide frame, sickly green-yellow palette, and a slow sagging

gait that suits something carrying too much weight.

The gut is modelled as its own mass weighted to the spine, so it moves with

the body rather than sitting rigid inside it.


Zombie — Screamer

The alarm. Humanoid-rigged low-poly screamer zombie — gaunt 1.76 m frame,

unhinged jaw, head-back posture. 616 tris, 21 bones.

A gaunt, pale zombie with an unhinged jaw hanging open and a head-back

posture, for the horde-caller role — the one that has to be killed first.

The dropped jaw is modelled into the skull, so the open mouth reads from any

angle without needing a blend shape or a facial rig. The head tips backwards

rather than forwards, which is what separates it visually from every other

zombie in the series at a glance.

Very thin build with exposed ribs and near-white skin, so it stands out

against a crowd of ordinary walkers.


Zombie — Spitter

The ranged one. Humanoid-rigged low-poly spitter zombie, 1.68 m, with a

distended throat sac and a hunched back. 664 tris, 21 bones.

A stooped 1.68 m zombie with a swollen throat sac under the jaw and a hunched

upper back — the standard visual language for a ranged or acid-spitting enemy,

so players read the threat type before it acts.

The throat sac is rigged to the neck, so it moves with the head rather than

floating. Acid-green highlights in the palette reinforce the ranged read.

Deep forward stoop in the gait, distinct from the Shambler's upright lurch.


Zombie — Riot

The armoured one. Humanoid-rigged low-poly riot-police zombie, 1.86 m, with

helmet, visor, shoulder pads and vest. 724 tris, 21 bones.

A riot officer that did not make it — 1.86 m, helmet with a dark visor,

shoulder pads and a plate vest still strapped on.

The armour reads as a tougher enemy without any UI, and the covered face gives

the horde visual variety at zero extra cost. The heaviest zombie in the series

at 724 triangles, and still one draw call.

Useful as an armoured variant that takes more hits, or as environmental

storytelling in a police-station or checkpoint level.


Zombie — Scientist

Patient zero. Humanoid-rigged low-poly lab-coat zombie, 1.74 m, thin build,

open coat with skirt panels. 680 tris, 21 bones.

A researcher in a lab coat — the character that tells the player where the

outbreak started, without a single line of dialogue.

The coat is modelled as a yoke over the shoulders with two skirt panels hanging

either side of an open front, weighted to the spine and hips so it swings with

the body instead of moving as a rigid shell.

Thin build, off-white coat against dark trousers — high contrast, so it is easy

to pick out of a crowd in a dim corridor.


Zombie — Soldier

The infantryman. Humanoid-rigged low-poly military zombie, 1.82 m, with

helmet, plate vest and heavy boots. 664 tris, 21 bones.

An infantryman still in helmet, plate carrier and heavy boots — 1.82 m, olive

drab, with a steadier and more upright gait than the civilian walkers.

Pairs naturally with the Riot variant for a military-response theme, and gives

a horde the visual mix that makes it look like a place people actually tried

to defend.


Helmet and vest are modelled geometry, not painted, so the silhouette holds at

distance and in backlight.