This is Goblin Workshop, we´ve been working hard on creating a modular solution for generating skeleton creatures. The first asset we will be publishing is the standalone Skeleton Warrior pack, this is our first step into delivering a full Skeleton Army generator. The standalone version provides the base skeleton with 3 texture sets, an armor set and a custom bone axe, all models have 4 LODs and all textures are provided following PBR standard at 4K resolution. Models are fully rigged having Mecanim retargetting in mind, we also include a simple but powerful script that improves scapula and Patella bones posing as well as two 3d model files, one with body and armor as separated skinnedMeshRendereres aiming for lower drawcalls and one with body and each armor piece as a separated skinnedMeshRendereres, for full armor customization / combination. We will follow the same standard on the next Skeleton packs, this means that their armor parts, texture sets and weapons are interchangeable.
Please let us know if you have any questions, asset will be uploaded soon and we are looking forward working on the next packs.
Hi there RzzzA!
Sure thing, we provide 4 LODs for our Skeleton Warrior pack:
Skeleton warrior body mesh
LOD0 - ~24k verts ~37k tris
LOD1 - ~13k verts ~18k tris
LOD2 - ~11k verts ~15k tris
LOD3 - ~8k verts ~9k tris
Skeleton warrior armor mesh
LOD0 - ~7k verts ~13k tris
LOD1 - ~4k verts ~7k tris
LOD2 - ~3k verts ~5k tris
LOD3 - ~2k verts ~3k tris
Bone Axe mesh
LOD0 - ~1.3k verts ~1.8k tris
LOD1 - ~1.0k verts ~1.3k tris
LOD2 - ~0.7k verts ~0.9k tris
LOD3 - ~0.4k verts ~0.5k tris
I would recommend trying LOD1 for high end IOS devices and LOD2 / LOD3 for older devices, we provide all textures as 4096x4096 but you might need to import them at lower resolution to reduce video memory usage.
By default we use a standard cutout shader for the skeleton armature but we provide an armor set variation (no damage variation) that should work well without cutout/alpha blend, that would also improve performance on those devices.
Feel free to contact us in case you need more optimization tips, we love to talk about those things =)
PS: We also include two variatons, one with 2 Skinned Meshes (Body and armor), and one with 8 skinned meshes (each armor part and body), this provides both flexibility and performance.
Here´s a preview on concerning performance:
Those tests were aiming for PC, but we were stressing with 100 units, not something we would expect to cover for an IOS game
That’s AMAZING and also thanks for fast response, I only want to use one of them in fact in my iOS game project, and I’m convinced it’s gonna work just fine so I’ll buy it now and try it.
Your skeleton looks very nice. Do you have any vids of it animating, particularly the scapula/patella bones feature?
Also, I just want a rigged skeleton, not medieval/fantasy armor… I understand this is going to be a series that builds on a base. Will there be a skelly-only version at some point or is this the “bare bones” base?
Most bone pices “removed” on Skeleton Damage Preview can be hidden by adjusting bone scale to zero, this is not an optimal solution since they will still be included on all skinning and rendering calculation, but it´s a fast solution in case you need this type of visual variation on skeleton, we will be providing an advanced solution (the full generator pack, owners of Skeleton Warrior will get a discount on that) that dinamically generates an optimized skeleton mesh but it targets fantasy armor combinations and might be exessive depending what you need it for.
We do plan on providing an skelly-only asset as well, but we expect it only being available by the end of July since we are working on two new archetypes (necromancer and knight) and it´s taking ~2 weeks for asset store to approve new content. Skeleton and armor are separated skinned Mesh renderers so if you need this asset right away, you can use the Skeleton Warrior and just delete the armor skinned mesh renderer. Please let us know if you need any help, we can try to further explain the proccess if necessary.
We are proud to say this model is very realistic, high quality and the closest to a real life skeleton proportion and detail.
Hi there! We´ve made progress on the Fire Skeleton shader and VFX, here´s how it´s looking We´ve managed to include some inertia to the flames so it looks more interesting when the character is moving. We will add some secondary VFXs and start packing for AssetStore. Cheers!
Hi there everyone!
Thanks a LOT for your interest! We´ve already contacted AssetStore and are trying to figure out what´s wrong. We will keep you all updated.
Cheers!
Due to lack of scenery and animation I combined the asset with Horse Animset Pro in order to get an animated skeleton that moves with my controls and supports riding. Added Unka the Dragon as rideable animal. And embedded it into L.V.E - Lava & Volcano Environment
Hi there! Great to hear that! Sorry we don´t provide animations together with this asset, we do plan on having those later on but it´s just a lot of aditional work to get high quality animations done and we are currently focusing on the 3d models and custom shaders.
The walk cycle animation I use here: