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A downloadable asset pack

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PSX Cultist

Authentically made PSX Style Cultist perfect for survival horror projects.

Update 1.2

  • Added Mixamo Rigged Variant for people using Mixamo Animations

Contents

  • 3210 Tris
  • 512x Texture (Diffuse, Normal & AO)
  • Rigged 
  • Textured
  • Vertex Shading
  • Unity & Unreal Compatible
  • Commercial Use (Detailed Note Below)
  • Source Blend File
  • Shared Rig Across All My PSX Humanoids (Animation Sharing)
  • Includes 18 Animations
  • Includes Mixamo Rigged Variant 


  1. Idle
  2. Take Damage
  3. Attack Bite
  4. Walk
  5. Die
  6. Look Down
  7. Look Up
  8. Get In Car
  9. Fall Recover
  10. Two-Hand Attack
  11. Two-Hand Ready Attack
  12. Two-Hand Prepare Attack
  13. Two-Hand Idle
  14. End Fall
  15. Fall
  16. Jump
  17. Pick-Up Item
  18. Talking

- Licensing

  1. Licensed to Use In Commercial Games or Animation Projects
  2. Free to modify for use in projects.
  3. Not allowed to be used in NFT or AI Projects / Generative Systems in any way for public redistribution
  4. Reselling of these assets for profit is not allowed
  5. Credit is nice but not necessary, I always love to see how the community uses the stuff I make.

- Support & Suggestions

  1. If you encounter any errors or technical improvement suggestions please post a comment below and it will be dealt will promptly.
  2. If you have any suggestions or ideas for the pack/models please comment below  :)

Message Me To Commission 3D Models

flumen.work@gmail.com

https://www.fiverr.com/rivermario


Dev Notes:

Update 1 : Mechanim Fixed

Mechanim Animations not working and picking up has been fixed.

It should work perfectly in Unity now. (Special thanks to "cleveblakemore" for spotting this bug)

Purchase

Get this asset pack and 6 more for $10.00 USD
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In order to download this asset pack you must purchase it at or above the minimum price of $1 USD. You will get access to the following files:

PSX Cultist 1.2.rar 8.1 MB

Development log

Comments

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what format this uses?

It contains the source .blend files, and on export .fbx. But if you need it in another format I can pack that with too :)

fbx is good, also another question, do your models work with mixamo animations?

So my rigs our unique, they follow the Unity Native setup for easy import, with some lesser finger bones, because even the most simple native rig in both Unity and Mixamo have too many spine & finger bones, my idea with these was to be as simple as possible so people would not have to do LOD's on animations and rigs down the line. But if someone wanted to run it through Mixamo's auto-rigger all they would have to do is remove the rig (And the skinned weights from my rig to save on weight calculations) then do the Mixamo Auto-Rig.

What I'm going to do though, is before the end of the day I will update this asset to include the Mixamo Rig as well. You're not the first person to ask for this, so I definitely want to update all my assets to have that option. But I have a lot of characters and I'm always busy with commission work. So if theirs any other models you've purchased from me, just send me an email or DM on Twitter and I can give those characters the Mixamo update too over the next few days :) 

(+1)

I added the Mixamo rigged version :)

Update 1.1 "Mechanim Fixed"

Animations not working or being detected in Unity has been fixed, was purely a name mismatch on the animations. Everything should work perfectly now and all animations will pick up when the fbx is brought into Unity.

I bought it before checking. Mechanim compatible rig?

I was trying to achieve that initially, but I've had issues with animations used from mechanim. (Puppeting is always an option)

It is the same rig as the rest of my psx characters is what I was trying to say, so you can share animations across them.

The mechanim riddle is one I'd like to solve though, so we can chat via email: flumen.work@gmail.com

Hopefully I can get the mechanim compatibility working with some input from the community.

Thank you for the support and message. Have an awesome day

Deleted 88 days ago

That is great, thanks. The Unity work chain orbits around Mechanim. Everything is much easier to do in Unity if the rig is mechanim.

All good I totally understand, should have the update out by tomorrow. The awkward thing is that the rig is unity native, you will see that when you bring it in via the rigging menu. But for some reason Mechanim animations don't work with my rig, my assumption is it something to do with the way I've structured my IK Targets. It's something I will have to research and test more in the future.