Dead Walker

Dead Walker
Dead Walker Dead Walker Dead Walker Dead Walker Dead Walker Dead Walker Dead Walker Dead Walker Dead Walker Dead Walker Dead Walker Dead Walker Dead Walker Dead Walker
Brand: Mr. Necturus
Product Code: dead_walker
Availability: In Stock
Price: $50.00
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Low polygonal game ready animated model of Dead Walker in 3D MAX file.

Character is perfect for a first person or 3rd person adventure game. 

Parts

Body parts: Body and Hair
Weapons: Axe

Model

Character have LOD version.
Model with hair and axe: 16,556(4,936 LOD) polygons, 32,923 (9,722 LOD) triangles and 17,283 (5,434 LOD) vertexes. 

Animations

82 Animation for axe or sword combat and general moves. 54 "on place" animations. And 28 animations with root motion data used by Unity Mecanim.
Animations with root motion have "RM" at the end.
Character Studio BIP files included. 
Rig has 74 bones.

Textures

There are very high detailed textures. diffuse, specular, opacity and normals maps. 
TIF file format 4096x4096, 2048X2048, 1024X1024.

Feathers

Original 3D MAX file with animated character (82  animation clips) included.
Original 3D MAX file with rigged character in T-pose included.
FBX animated file included.

Unity Feathers

Unity 5 PBS shaders.
Sample Unity Scene included.
Humanoid Mecanim ready setup.
Character Controller NOT included for Unity asset!

Unreal Technical Details

Scaled to Epic skeleton: Yes
Rigged: Yes
Rigged to Epic skeleton: Yes
Animated: Yes
Lods: Yes
Number of characters: 1 character blueprint, 2 "skeletal meshes" including body, and hair.
Vertex counts of characters: 17,283 (5,434 LOD) including all.
Number of Textures: 8 diffuse, specular, opacity (in color alpha) and normals.
Texture Resolutions: 2048x2048, 1024x1024, 4096x4096
Number of Materials and Material Instances: 4 Materials
Number of Animations: Adam 82 animations for combats and general moves.
Animation types: 54 "on place" animations, and 28 animations with root motion data.
Supported Development Platforms: PC / MAC / XBox1 / PS4
Platforms Tested: PC
Documentation Included: Yes
Important: Additional Notes: PBR materials setup, Physics Asset setup included (not automatic "made by hand")



Animations

 General

 1. Idle_D: 0 - 758 fr.,
 2. Alarmed: 759 - 1612 fr.,
 3. Anger: 1613 - 1891 fr.,
 4. Crouch: 1892 - 2461 fr.,
 5. Eating: 2462 - 2924 fr.,
 6. Laugh: 2925 - 3502 fr.,
 7. Speaking_A: 3503 - 4057 fr.,
 8. Jump_Run: 4062 - 4102 fr.,
 9. Jump_Run_RM: 4107 - 4147 fr.,
 10. Run_Casual: 4152 - 4182 fr.,
 11. Run_Casual_RM: 4187 - 4217 fr.,
 12. Turns_L_45: 4222 - 4267 fr.,
 13. Turns_L_45_RM: 4272 - 4317 fr.,
 14. Turns_L_90: 4322 - 4392 fr.,
 15. Turns_L_90_RM: 4397 - 4467 fr.,
 16. Turns_R_45: 4472 - 4517 fr.,
 17. Turns_R_45_RM: 4522 - 4567 fr.,
 18. Turns_R_90: 4572 - 4642 fr.,
 19. Turns_R_90_RM: 4647 - 4717 fr.,
 20. WalkBack_A: 4722 - 4772 fr.,
 21. WalkBack_A_RM: 4777 - 4827 fr.,
 22. WalkCasual_A: 4832 - 4881 fr.,
 23. WalkCasual_A_RM: 4886 - 4935 fr.,


1H Weapon 

 1. 1H_Combat_to_Idle: 0 - 20 fr.,
 2. 1H_Idle_To_Combat: 21 - 41 fr.,
 3. 1H_Combat: 42 - 172 fr.,
 4. 1H_Block_To: 173 - 189 fr.,
 5. 1H_Block: 190 - 300 fr.,
 6. 1H_Block_From: 301 - 325 fr.,
 7. 1H_Blow_L: 326 - 376 fr.,
 8. 1H_Blow_L_Moving: 377 - 437 fr.,
 9. 1H_Blow_L_Moving_RM: 438 - 498 fr.,
 10. 1H_Blow_R: 503 - 553 fr.,
 11. 1H_Blow_R_Moving: 554 - 614 fr.,
 12. 1H_Blow_R_Moving_RM: 615 - 675 fr.,
 13. 1H_Up_Blow: 680 - 750 fr.,
 14. 1H_Up_Blow_Moving: 751 - 811 fr.,
 15. 1H_Up_Blow_Moving_RM: 812 - 872 fr.,
 16. 1H_Bully: 877 - 1142 fr.,
 17. 1H_Combo_A: 1143 - 1233 fr.,
 18. 1H_Combo_B _Moving: 1234 - 1354 fr.,
 19. 1H_Combo_B _Moving_RM: 1355 - 1475 fr.,
 20. 1H_Combo_C _Moving: 1480 - 1565 fr.,
 21. 1H_Combo_C _Moving_RM: 1566 - 1651 fr.,
 22. 1H_Evasion_B: 1656 - 1686 fr.,
 23. 1H_Evasion_B_RM: 1687 - 1717 fr.,
 24. 1H_Evasion_L: 1722 - 1762 fr.,
 25. 1H_Evasion_L_RM: 1763 - 1803 fr.,
 26. 1H_Evasion_R: 1808 - 1843 fr.,
 27. 1H_Evasion_R_RM: 1844 - 1879 fr.,
 28. 1H_Hit_B: 1884 - 1934 fr.,
 29. 1H_Hit_B_RM: 1935 - 1985 fr.,
 30. 1H_Hit_F: 1990 - 2050 fr.,
 31. 1H_Hit_F_RM: 2051 - 2111 fr.,
 32. 1H_Hit_L: 2116 - 2196 fr.,
 33. 1H_Hit_L_RM: 2197 - 2277 fr.,
 34. 1H_Hit_R: 2282 - 2327 fr.,
 35. 1H_Hit_R_RM: 2328 - 2373 fr.,
 36. 1H_Injured_A: 2378 - 2578 fr.,
 37. 1H_Move_Back: 2583 - 2604 fr.,
 38. 1H_Move_Back_RM: 2605 - 2626 fr.,
 39. 1H_Move_Forward: 2631 - 2652 fr.,
 40. 1H_Move_Forward_RM: 2653 - 2674 fr.,
 41. 1H_Move_Left: 2679 - 2705 fr.,
 42. 1H_Move_Left_RM: 2706 - 2732 fr.,
 43. 1H_Move_Right: 2737 - 2763 fr.,
 44. 1H_Move_Right_RM: 2764 - 2790 fr.,
 45. 1H_Stunned_to: 2795 - 2904 fr.,
 46. 1H_Stunned: 2905 - 2957 fr.,
 47. 1H_Stunned_from: 2958 - 3047 fr.,
 48. 1H_Turn_45_L: 3052 - 3087 fr.,
 49. 1H_Turn_45_L_RM: 3088 - 3123 fr.,
 50. 1H_Turn_45_R: 3128 - 3163 fr.,
 51. 1H_Turn_45_R_RM: 3164 - 3199 fr.,
 52. 1H_Turn_90_L: 3204 - 3249 fr.,
 53. 1H_Turn_90_L_RM: 3250 - 3295 fr.,
 54. 1H_Turn_90_R: 3300 - 3345 fr.,
 55. 1H_Turn_90_R_RM: 3346 - 3391 fr.,
 56. 1H_Die_backward: 3396 - 3461 fr.,
 57. 1H_Die_Forward: 3466 - 3531 fr.,
 58. 1H_Die_from_Left: 3536 - 3591 fr.,
 59. 1H_Die_from_Right: 3596 - 3651 fr.,

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