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Package details
- Latest version
- 1.0.0
- Last updated
- First released
- Unity version
- 6000.4.5 or later
- Package size
- 217.6 MB
- Files
- 907
- Views in the past week
- 10
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Keywords
Low Poly Enemy Melee Weapons
50 low-poly melee weapons and shields for enemies, monsters and raiders. URP-ready prefabs with grip-centered pivots, real-world scale, PBR textures and simple colliders.
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Price history
Last 6 months
USDAsset preview
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Low Poly Enemy Melee Weapons screenshot 1
About this asset
Arm everything your players fight. Low Poly Enemy Melee Weapons is a set of 50 stylized low-poly weapons and shields made for raiders, cultists, orcs, skeletons and monsters. Every weapon is a ready-to-use prefab with the pivot at the grip and real-world scale, so it drops into a character's hand without per-weapon offsets.
Content: 50 prefabs in 7 categories
- Swords (8): Rusty Sword, Broken Sword, Jagged Sword, Short Sword, Cleaver, Machete, Executioner Blade, Scimitar
- Axes (8): Hand Axe, Rusty Axe, Battle Axe, Double Axe, Heavy Axe, Executioner Axe, Jagged Axe, Butcher Axe
- Blunt (8): Wooden Club, Spiked Club, Stone Club, Iron Mace, Spiked Mace, Morning Star, Heavy Hammer, War Hammer
- Polearms (8): Spear, Rusty Spear, Halberd, Glaive, Pike, Pitchfork, Trident, Scythe
- Improvised (8): Wooden Plank, Metal Pipe, Shovel, Pickaxe, Crowbar, Spiked Bat, Butcher Knife, Bone Club
- Monster (8): Bone Sword, Bone Axe, Skull Mace, Bone Club, Demon Cleaver, Horn Axe, Jaw Blade, Giant Bone
- Shields (2): Wooden Shield, Rusty Shield
Built to be attached
- Pivot at the center of the grip (rear grip for the shields)
- Long axis on local +Y, front on local +Z, prefab root at identity rotation and scale 1
- Real-world scale: 1 unit = 1 meter, sized for a 1.8 m humanoid, from the 0.52 m Butcher Knife to the 2.52 m Pike
- A simple box collider on every prefab
Light and consistent
- 148 to 1,088 triangles per weapon, 331 on average, about 16.6k triangles for the whole set
- 1024 x 1024 PNG textures: Base Color plus a packed mask (Metallic, Ambient Occlusion, Smoothness); separate Roughness, Metallic and AO maps are included as sources
- 134 URP Lit materials in 7 families: iron, rust, wood, leather, bone, stone and horn
- No normal maps: the faceted look comes from the geometry
Render pipelines
Made for the Universal Render Pipeline (URP Lit materials), with Unity 6 (6000.4) and URP 17. The Built-in pipeline and HDRP are not set up out of the box. The packed mask already uses the channel layout those pipelines expect, so the materials can be converted by switching the shader and reassigning the two maps. The included README explains how.
Also included
A demo scene with a browsable gallery of all 50 weapons, and a one-page README.
Not included
Characters, animations, attack or damage logic and effects. The mannequin and the environments shown in the screenshots are there for demonstration only and are not part of the package.
From the publisher's Asset Store listing.
Technical details
- Number of meshes/prefabs: 50 FBX meshes, 50 prefabs (one per weapon)
- Minimum polygon count: 148 triangles
- Maximum polygon count: 1,088 triangles
- Average polygon count: 331 triangles per weapon, 16,570 for the whole set
- Number of textures: 670
- Texture dimensions: 1024 x 1024 (PNG)
- Types of materials and texture maps: 134 URP Lit materials (PBR, metallic workflow). Base Color and a packed mask (Metallic R, Ambient Occlusion G, Smoothness A), plus separate Roughness, Metallic and AO source maps. No normal maps
- UV mapping: Yes
- Rigging: No
- Animation count: 0
- LOD information: no LODs
- Colliders: Yes, one box collider per prefab
- Scale: 1 unit = 1 meter
- Pivots: center of the grip (rear grip for the shields), long axis +Y, front +Z
- Render pipeline: URP (made with Unity 6000.4 and URP 17)
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.4.5f1 | Not listed | Compatible | Not listed |
Materials use the URP Lit shader. For the Built-in pipeline or HDRP, switch each material to that pipeline's standard lit shader and reassign the Base Color and mask maps. The packed mask (Metallic R, Ambient Occlusion G, Smoothness A) already follows the channel layout those shaders expect. The included README explains the steps.
As listed on the Asset Store.