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3D Lich - Stylized Rigged & Animated Undead Necromancer preview
Unity

3D Lich - Stylized Rigged & Animated Undead Necromancer

By Backrock Studios

$15.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $15.99. The latest store price is $15.99, matching the lowest recorded price shown here.

Recorded prices for 3D Lich - Stylized Rigged & Animated Undead Necromancer 2 price observations from Oct 12, 2026 to Nov 2, 2026. Lowest recorded price $15.99. Exact dates and prices are listed below. $0.00 $8.00 $15.99 Oct 12, 2026: $15.99. Unity First Price 2026-10-12 2026-10-12 Nov 2, 2026: $15.99. Latest store price Oct 12, 2026 Nov 2, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$15.99Latest store price
$15.99Unity First Price 2026-10-12 2026-10-12

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About 3D Lich - Stylized Rigged & Animated Undead Necromancer

  • Theme > Stylized
  • Theme > Fantasy & Mythology
  • Theme > Military & Combat
  • Theme > Horror & Gothic
  • Art & Visuals > 3D
A floating undead spellcaster for dungeon crawlers, action RPGs, roguelikes and turn-based RPGs: the elite caster at the back of a crypt fight, or the boss waiting at the bottom of it. Drag the prefab into a scene and press Play: the Animator Controller is already assigned, so he hovers on Idle with no setup.

He does not walk; he hovers. Every clip but Die lifts him 0.22 m off the floor: his bare bone shins and three-toed feet hang about 0.22 m clear, and three dark hem tongues stream down past them, the long one at the back trailing all the way to the floor. Above them the robe stops at mid-shin, a bare ribcage shows between the skirt and a shoulder mantle with an iron clasp, bell sleeves hang from skeletal arms, and a bare skull with two glowing green eyes and a toothed grin looks out of a deep violet hood under an eight-spike iron crown, 2.05 m to the spike tips. His left hand carries a 1.6 m bone staff whose four iron talons hold a green soul.

Seven clips, built for a caster. Summon sweeps both arms up and out, throws the head back and opens the jaw, holds the pose for a beat, then settles back into the hover. Channel loops with both arms spread wide, the staff held out at his left side and the free hand thrust out to his right, jaw chattering, for as long as the spell lasts. Cast turns him 32 degrees as the staff arm punches the caged soul up and forward overhead and the free right arm flings back behind him. Float is an in-place glide with no root motion, body tipped into the travel and legs trailing, so your own movement code steers him. Idle hovers with a slow bob and a scanning skull, Hit knocks him back and up rather than down, and in Die the float fails and he topples backward onto his own robe. Idle, Float and Channel loop seamlessly; the spell effects are yours to add.

A face for barks and cutscenes. The jaw and both eyes are bones, and four blend shapes on LOD0 add the big moments: JawDrop swings the jaw and lower teeth 26 degrees open, SoulFlare swells both eyes and the staff's soul to 1.4x for a power-up tell, HoodBack tips the hood, lappets and crown 32 degrees back off the skull for a reveal, and HemFurl gathers the three hem tongues upward.

Humanoid-compatible rig, with cloth bones on top. 35 bones, the body and face on Unity's humanoid bone names. It ships Generic, so every clip plays exactly as authored; switch Animation Type to Humanoid and the avatar maps itself in one click, 24 bones including Jaw and both eyes (checked in Unity 6000.5.2f1). Outside the avatar sit two sleeve bones, three two-bone hem chains, two ear bones that drive the hood lappets and a Weapon_L socket at the staff grip. The staff is part of the skinned mesh rather than a separate object, so Weapon_L is where to parent extra props or effects. Under the cloth, his body and face bones carry the same names and hierarchy as the other six Horde bipeds, so with Humanoid switched on for both, their clips retarget onto him.

Stylized PBR that reads in any light. Four 2048x2048 maps named by role: Lich_Albedo, with lighting, occlusion and edge highlights baked in so he keeps his shape and shading even in flat or low light; Lich_Normal; Lich_MetallicSmoothness, packed for the Metallic slot on Built-in and URP (one manual step, covered in the README); and Lich_Emission, which lights the eyes and the soul. All three LODs share that material, and Unity builds the LODGroup on import.

Clean topology. LOD0 is 9,176 quads: one closed, all-quad body with edge loops at every joint and no vertex over five edges, plus 27 closed quad pieces for the hood, robe, mantle, sleeves, crown, staff, teeth and eyes. LOD1 keeps the same loops at a quarter of the faces, and LOD2 is triangulated for distance. One UV channel, no overlapping islands, extra texel density on the face.

Want the whole horde? The Lich is one of ten monsters in the Dungeon Horde pack: the Goblin Scout, Orc Warlord, Skeleton Knight, Troll, Lich, Gargoyle, Dragon Whelp, Treant, Slime and Mimic. Every one has 2K stylized PBR textures, three LODs, blend shapes and a prefab with its Animator Controller, and the seven bipeds share Unity's humanoid bone names (Humanoid-compatible, they ship Generic). $79.99 for all ten, against $159.90 bought one at a time.

What's in the package:
- One FBX: skeleton, three LOD meshes, blend shapes and all animation takes
- Four 2048x2048 PNG textures: base colour, normal, metallic/smoothness, emission
- An Animator Controller with one state per clip, the resting clip as the default state
- A prefab of the model, LODGroup included and the controller already assigned, ready to drag into a scene
- A demo scene: the model, a key light and a camera already framed on it, playing on open
- A README covering import, the LODs, the blend shapes, the sockets and the clip list
Assets import to Assets/Backrock/DungeonHorde//.

Why it drops straight into a scene:
- 1 Unity unit = 1 metre. Imports at Scale Factor 1, upright, at rotation (0,0,0), facing +Z. No rescaling, no rotation fix, no empty parent object.
- Three LODs that Unity wires up on import: the meshes carry the _LOD0/1/2 names, so the LODGroup is built for you and the prefab inherits it.
- Generic rig with an Animator-ready avatar, so every clip plays exactly as authored, extra bones included.
- Blend shapes on LOD0, set from the SkinnedMeshRenderer like any other; a weight set from LateUpdate holds while any clip plays.
- Every looping clip is genuinely seamless: the first and last frame hold identical poses, verified at build time rather than eyeballed.
- One material, one draw call per LOD.

Key Features:
- Floats instead of walking: his feet hover about 0.22 m clear of the floor in every clip but Die, with only the long back hem tongue trailing to the ground; in Die the float fails and he topples onto his robe
- Seven clips at 30 fps built for a caster: Idle, Float and Channel loop seamlessly (Float glides in place, no root motion); Summon, Cast, Hit and Die play once
- Four blend shapes on LOD0: JawDrop, SoulFlare (eyes and soul swell 1.4x), HoodBack, HemFurl
- Humanoid-compatible rig (ships Generic, one-click switch): 35 bones, and the Humanoid avatar maps 24 of them, Jaw and both eyes included
- Cloth bones on top: two sleeve bones, three two-bone hem chains and two ear bones that drive the hood lappets
- Weapon_L socket at the left-hand staff grip for extra props or effects
- Stylized PBR: four 2048x2048 maps (albedo, normal, metallic/smoothness, emission), the emission lighting the eyes and the soul
- Clean topology: LOD0 and LOD1 all quads, closed, no vertex over five edges; three LODs at 18,352 / 4,588 / 2,294 triangles, LODGroup built on import
- Prefab with the Animator Controller assigned (Idle by default) and a demo scene; 1 unit = 1 metre, imports upright at scale 1

Unity price last checked .

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