Forum LinkNotes
5 Additional Pinto TexturesNotes
Low polygonal game ready animated model of Medieval Archer Horseman with Horse.
Character is perfect for a first person or 3rd person adventure game. May fight as warrior, archer, mage, rogue...
It come with many animation, and textures, but Character Controller NOT included!
Parts
Body parts: Head, Hair, Hands, Arms,
Torso, Legs, Feet, Bread
Armor parts: Shirt, Chest Armor, Helmet, Bracers, Belt, Paints, Boots, Leg Armor.
Weapons: 2 Shields (same), 2 Swords (same), 2 Bows, Arrow in hand, Quiver with 6 arrows.
Feathers
145 Animation for sword and shield warrior, archer combats and general moves.
129 "on place" animations. And 26 animations with root motion data used by Unity Mecanim.
Original 3D MAX file with rigged character in T-pose included.
3 different colors scheme for armor included.
2 body textures (naked and with underclothes) included.
2 hairs and beard styles included
5 Hairs textures for each style included.
Unity 5 PBS shaders.
Sample Unity Scene included.
Humanoid Mecanim ready setup.
It will work 100% precised with my Unity
Medieval Animations Mega Pack and all included collections.
Easy Equipment System scripts and documentation included. Thanks for moco of DwarvenMonsterSlayers.com for help with the equipment system!
Unity asset comes with 3 different character setups:
1. Use AH_OPTIMAZED_Archer_Horseman Prefab if you want to use Adam Archer as simple character with full armor and weapon sets.
There are no body parts under clothes. You don't need to show or hide nothing except hairs, beards and helmet.
Model with all armors and weapons: 18,168 polygons, 35,896 triangles and 19,809 vertexes.
2. Use AH_Full_Animated_Archer_Horseman Prefab If you like to dress or undress Adam full or partially. There is full body under clothes. This FBX file contains all animation data which re-targets to other Adam character setups.
Model with all armors and weapons: 21,596 polygons, 42,714 triangles and 23,122 vertexes.
3. Adam_Archer_Horseman_Equpment_Sys Prefab will give you ability to use character with every possible variants. It provide ability to add more clothes, hire styles, weapons and heads to this character, which makes him a good option to be used as main game character with many custom options.
You can make additional equipment by yourself using 3D soft like pd MAX (.max file provided) Maya or Blender.
If you make new staff for Adam please check Easy Equipment System how to use it.
And take a look on Adam_Archer_Horseman_Equpment_Sys Prefab in scene I provided.
Horse
Notes
Mecanim generic rig setaup.
PBR materials.
LOD version included
ModelBody combined from 3 objects (body, mane and tail) and has 5,784 polygons, 6,119 verts. and 11,566 triangles.
LOD version has 2,254 polygons, 2,534 verts. and 4,502 triangles.
Armor combined from 8 parts (mask, bridle, reins, harness, skirt, saddle, bags and stirrups) and has 8,302 polygons, 8,453 verts. and 16,270 triangles.
LOD version has 5,591 polygons, 5,895 verts. and 10,880 triangles.
Skeleton
Horse rig has 40 bones.
Horseman, reins and stirrups bones can be re-positioned depending on horsemen character position and proportions.
Textures
Textures are 5 different color textures for the horse body, 4 colors for hair and 3 colors for armor. Opacity, normals and specular maps included
All textures in .TIF file format and have
4096x4096 and 2048x2048 px.
Animations
36 animation clips. 23 "on place" animation clips, plus 13 duplicates of walk, jump, gallop... animation clips included "root motion" data, used by Mechanim.
Each turn animation turns horse to 24 degrees.
Humans Animations
General (AH_Full_Animated_Archer.FBX)
0. MECANIM pose: 0 - 0 fr.,
1. S_Drinking: 2 - 55 fr.,
2. S_Eating: 56 - 176 fr.,
3. S_Explanation: 177 - 222 fr.,
4. S_IDLE: 223 - 323 fr.,
5. S_Kiss: 324 - 409 fr.,
6. S_Looking_around: 410 - 586 fr.,
7. S_Pray_A: 587 - 667 fr.,
8. S_Reject: 668 - 768 fr.,
9. S_salute_B: 769 - 829 fr.,
10. S_sit_down: 830 - 855 fr.,
11. S_Sitinhg_Talking_A: 856 - 991 fr.,
12. S_Sitting: 992 - 1042 fr.,
13. S_Came_up: 1043 - 1069 fr.,
14. S_Talking_B: 1070 - 1205 fr.,
15. S_Throwing: 1206 - 1311 fr.,
16. S_Use_object: 1312 - 1352 fr.,
17. S_making_item: 1357 - 1387 fr.,
18. M_Run: 1392 - 1414 fr.,
19. M_Run_Jump: 1415 - 1448 fr.,
20. M_Sneaking: 1453 - 1504 fr.,
21. M_strafe_run_left: 1509 - 1535 fr.,
22. M_strafe_run_right: 1540 - 1566 fr.,
23. M_Strife_leftt: 1571 - 1606 fr.,
24. M_Strife_right: 1611 - 1646 fr.,
25. M_walk: 1651 - 1686 fr.,
26. M_Jump_Walking: 1691 - 1721 fr.,
27. M_Walking_back_B: 1726 - 1761 fr.,
28. M_Walking_With_Tourch: 1766 - 1869 fr.,
29. M_Swimming_Crawl: 1874 - 1904 fr.,
30. RM_Run: 1909 - 1931 fr.,
31. RM_Run_Jump: 1936 - 1969 fr.,
32. RM_Sneaking: 1974 - 2025 fr.,
33. RM_strafe_run_left: 2030 - 2056 fr.,
34. RM_strafe_run_right: 2061 - 2087 fr.,
35. RM_Strife_leftt: 2092 - 2127 fr.,
36. RM_Strife_right: 2132 - 2167 fr.,
37. RM_walk: 2172 - 2207 fr.,
38. RM_Jump_Walking: 2212 - 2242 fr.,
39. RM_Walking_back_B: 2247 - 2282 fr.,
40. RM_Swimming_Crawl: 2287 - 2317 fr.,
Weapon and Shield (AH_Full_Animated_Archer.FBX) 41. RM_Walking_With_Tourch: 2322 - 2425 fr.,
42. 1H_PutWeapon_Back: 2430 - 2470 fr.,
43. 1H_TookWeaponOut: 2471 - 2511 fr.,
44. 1H_5X_Combo: 2512 - 2607 fr.,
45. 1H_COMBAT_mode: 2608 - 2658 fr.,
46. 1H_dodge_backwards: 2659 - 2694 fr.,
47. 1H_Hit_from_back: 2695 - 2730 fr.,
48. 1H_Hit_from_front: 2731 - 2766 fr.,
49. 1H_moveTOblock: 2767 - 2773 fr.,
50. 1H_shield_block_keeping: 2774 - 2804 fr.,
51. 1H_moveFROMblock: 2805 - 2811 fr.,
52. 1H_shield_block_high_left: 2812 - 2847 fr.,
53. 1H_shield_block_high_right: 2848 - 2883 fr.,
54. 1H_sword_parry_high_left: 2884 - 2919 fr.,
55. 1H_sword_parry_high_right: 2921 - 2956 fr.,
56. 1H_sword_shield_blow: 2957 - 2992 fr.,
57. 1H_sword_swing_high_left: 2993 - 3028 fr.,
58. 1H_sword_swing_high_right: 3029 - 3064 fr.,
59. 1H_sword_swing_high_straight_down: 3065 - 3100 fr.,
60. 1H_sword_swing_low_left: 3101 - 3136 fr.,
61. 1H_sword_swing_low_right: 3137 - 3172 fr.,
62. 1H_sword_thrust_high: 3173 - 3208 fr.,
63. 1H_Die_fall_backward: 3210 - 3343 fr.,
64. 1H_Die_fall_forward: 3348 - 3488 fr.,
65. 1H_banging_shield: 3493 - 3513 fr.,
66. 1H_Casual_walk: 3518 - 3554 fr.,
67. 1H_Cautious_walk: 3559 - 3599 fr.,
68. 1H_walk_left_swing: 3600 - 3635 fr.,
69. 1H_walk_right_swing: 3636 - 3671 fr.,
70. 1H_walk_trust: 3672 - 3707 fr.,
71. 1H_combat_run: 3712 - 3734 fr.,
72. RM_1H_Casual_walk: 3739 - 3775 fr.,
73. RM_1H_Cautious_walk: 3780 - 3820 fr.,
74. RM_1H_walk_left_swing: 3825 - 3860 fr.,
75. RM_1H_walk_right_swing: 3865 - 3900 fr.,
76. RM_1H_walk_trust: 3905 - 3940 fr.,
77. RM_1H_combat_run: 3945 - 3967 fr.,
Archer (AH_Full_Animated_Archer.FBX) 78. Archer_putBow_back: 3972 - 4007 fr.,
79. Archer_takeBow_out: 4008 - 4048 fr.,
80. Archer_COMBAT_mode: 4049 - 4099 fr.,
81. Archer_dodge_backwards: 4100 - 4135 fr.,
82. Archer_Hit_from_back: 4136 - 4171 fr.,
83. Archer_Hit_from_front: 4172 - 4207 fr.,
84. Archer_get_arrow_fromBack: 4208 - 4248 fr.,
85. Archer_charging: 4250 - 4290 fr.,
86. Archer_aim: 4292 - 4392 fr.,
87. Archer_shot_loop: 4393 - 4463 fr.,
88. Archer_aim_fromLeft_toRight: 4468 - 4558 fr.,
89. Archer_aim_fromLefUp_toLeftDown: 4563 - 4623 fr.,
90. Archer_aim_fromRightUp_toRightDown: 4628 - 4688 fr.,
91. Archer_aim_fromUp_toDown: 4693 - 4783 fr.,
92. Archer_aiming_up_45_d: 4784 - 4884 fr.,
93. Archer_shot_loop_45up: 4885 - 4955 fr.,
94. Archer_Dying: 4960 - 5025 fr.,
95. Archer_run_combat: 5030 - 5056 fr.,
96. Archer_walk_Combat: 5061 - 5106 fr.,
97. Archer_walk_get_arrow_fromBack: 5107 - 5152 fr.,
98. Archer_walk_charging: 5153 - 5198 fr.,
99. Archer_walk_Aim: 5199 - 5244 fr.,
100. Archer_walk_shot_Loop: 5245 - 5300 fr.,
101. Archer_strife_left_Aim: 5305 - 5340 fr.,
102. Archer_strife_right_Aim: 5345 - 5380 fr.,
103. Archer_walking_back: 5385 - 5420 fr.,
104. RM_Archer_run_combat: 5425 - 5451 fr.,
105. RM_Archer_strife_left_Aim: 5456 - 5491 fr.,
106. RM_Archer_strife_right_Aim: 5496 - 5531 fr.,
107. RM_Archer_walk_Combat: 5536 - 5581 fr.,
108. RM_Archer_walk_get_arrow_fromBack: 5586 - 5631 fr.,
109. RM_Archer_walk_charging: 5636 - 5681 fr.,
110. RM_Archer_walk_Aim: 5686 - 5731 fr.,
111. RM_Archer_walk_shot_Loop: 5736 - 5791 fr.,
112. RM_Archer_walking_back: 5796 - 5831 fr.,
Horse Animations:
0. Zero frame: T-Pose
1. horse_Idle_A: 0 - 100 fr.,
2. horse_Idle_B: 101 - 201 fr.,
3. horse_bite: 201 - 241 fr.,
4. horse_kick: 242 - 268 fr.,
5. horse_looking_around: 269 - 394 fr.,
6. horse_rear_up: 395 - 480 fr.,
7. horse_sniff: 481 - 541 fr.,
8. horse_eating: 546 - 646 fr.,
9. horse_kick_ground: 651 - 685 fr.,
10. horse_death: 690 - 716 fr.,
11. M_horse_galloping: 721 - 736 fr.,
12. M_horse_jump: 737 - 772 fr.,
13. M_horse_galloping_turn_left: 773 - 788 fr.,
14. M_horse_galloping_turn_right: 793 - 808 fr.,
15. M_horse_running_death: 813 - 853 fr.,
16. M_horse_swim: 858 - 892 fr.,
17. M_horse_trot: 897 - 921 fr.,
18. M_horse_trot_turn_left: 922 - 946 fr.,
19. M_horse_trot_turn_right: 951 - 975 fr.,
20. M_horse_walk: 980 - 1014 fr.,
21. M_horse_walk_turn_Left: 1015 - 1049 fr.,
22. M_horse_walk_turn_right: 1054 - 1088 fr.,
23. M_horse_walk_back: 1093 - 1127 fr.,
24. RM_horse_galloping: 1132 - 1147 fr.,
25. RM_horse_galloping_turn_left: 1152 - 1167 fr.,
26. RM_horse_galloping_turn_right: 1172 - 1187 fr.,
27. RM_horse_jump: 1192 - 1227 fr.,
28. RM_horse_running_death: 1232 - 1272 fr.,
29. RM_horse_swim: 1277 - 1311 fr.,
30. RM_horse_trot: 1316 - 1340 fr.,
31. RM_horse_trot_turn_left: 1345 - 1369 fr.,
32. RM_horse_trot_turn_right: 1374 - 1398 fr.,
33. RM_horse_walk: 1403 - 1437 fr.,v 34. RM_horse_walk_back: 1442 - 1476 fr.,
35. RM_horse_walk_turn_Left: 1481 - 1515 fr.,
36. RM_horse_walk_turn_right: 1520 - 1554 fr.,