3D Goblin Scout - Stylized Rigged Fantasy Character OFFICIAL SALE

Small, hunched and long-armed, with a head too big for its body and ears too big for its head. The Goblin Scout carries a leather vest and bandolier, a rag headband and loincloth, bandaged forearms, bare clawed feet and a dagger in his right fist, and he reads at thumbnail size: the ears, the nose and the blade are the silhouette.


The textures are stylized rather than photographic. Lighting, occlusion and edge highlights are baked into the 2048x2048 base colour, so the model keeps its character under flat lighting and in the dark, and the tangent-space normal map carries the skin, leather, cloth and metal detail the silhouette does not. A packed metallic/smoothness map and an emission map for the glowing eyes complete the set.


The rig uses Unity's canonical humanoid bone names on a clean T-pose bind, so switching Animation Type to Humanoid builds the avatar in one click and any retargeted humanoid clip will drive him. It ships Generic on purpose: under Humanoid, Unity leaves the Chest bone unmapped and discards its rotation, which several of the clips use. Generic keeps every clip exactly as authored. On top of it sit a jaw, both eyes and both ears as bones, and a Weapon_R socket the dagger is bound to, so it can be swapped for anything you like. Four blend shapes on the hero mesh give you Shout, Sneer, EarsBack and Blink for cutscenes and barks. Seven authored clips ship in the FBX: a looping Idle, Walk, Run and Sneak, and one-shot Hit, Die and Stab.


The hero mesh is one continuous all-quad body with edge loops at every joint, so it bends at the shoulders, elbows, hips and knees the way it should, and no vertex carries more than five edges. The pieces a goblin really has (eyes, fangs, cowl, loincloth, pouch, bandolier and dagger) are closed quad meshes of their own. UVs follow authored seams along the back and the undersides, with extra texel density on the face.


Three LODs are in the file and Unity builds the LODGroup on import: 12,752 triangles up close, 3,188 in the middle distance (the same edge loops at a quarter of the faces) and 1,594 far away, all on one material.


Key features

- Stylized PBR: 2048x2048 base colour with baked lighting and edge highlights, plus normal, packed metallic/smoothness and emission maps

- Clean topology: one continuous all-quad body with edge loops at every joint and no vertex over five edges

- Three LODs, wired into a LODGroup on import: 12,752 / 3,188 / 1,594 triangles

- Humanoid-compatible rig with jaw, eye and ear bones and a right-hand weapon socket

- Four blend shapes: Shout, Sneer, EarsBack, Blink

- Seven clips: Idle, Walk, Run, Sneak (looping), Hit, Die, Stab (one-shot)

- 1.3 m tall, 1 unit = 1 metre, imports upright at scale 1


What's in the package: one FBX (skeleton, three LOD meshes, blend shapes and all animation takes), four 2048x2048 PNG textures (base colour, normal, metallic/smoothness, emission), an Animator Controller with one state per clip and Idle as the default, a prefab of the model with the LODGroup and the controller already assigned, a demo scene that plays on open, and a README covering import, the LODs, the blend shapes, the sockets and the clip list.