Current sales News My Tracked Assets Login
3D Treant - Stylized Rigged Tree Monster and Forest Guardian with PBR preview
Unity

3D Treant - Stylized Rigged Tree Monster and Forest Guardian with PBR

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 Treant - Stylized Rigged Tree Monster and Forest Guardian with PBR 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 Treant - Stylized Rigged Tree Monster and Forest Guardian with PBR

  • Theme > Stylized
  • Theme > Fantasy & Mythology
  • Theme > Military & Combat
  • Theme > Nature & Countryside
  • Art & Visuals > 3D
A 3.3 m walking tree, the tallest monster in the Dungeon Horde, for the forest levels of a fantasy game: the boss guarding a grove in an RPG or ARPG, an elite in a dungeon crawler or roguelike, or a slow, heavy wave in tower defence. Stand it among your scenery trees on its Sway loop and let the player find out which one is alive. Drag the prefab into a scene and press Play: the Animator Controller is already assigned and it animates with no setup.

Reads as a tree, not a man in bark. The foliage is 31 leaf clumps, 19 grouped in five lobes over the head and six more clustered at each bough's reach, so the outline breaks the way foliage does. Two boughs climb out of the trunk on different curves and fork four times, one fork pointing down. Twig tufts sprout at the temples, two burls sit off the axis, bracket fungi grow from the trunk, and the base flares into four buttress roots around two root feet, each with three root toes and a heel root.

Fights with its roots and boughs. RootAttack lifts the right root off the ground and thrusts it forward, the trunk turning into the blow while both boughs sweep back and up as counterweight, then sets it back down where it stood. Slam raises both boughs over the crown and brings them down together in front of it, to knee height. Hit rocks the trunk back over its roots while the canopy, boughs and twig tufts thrash further still. Die topples it forward like a felled tree, roots tearing free and ending angled up behind it, then lies still for its last 0.8 seconds.

An ambient loop that doubles as an ambush. Sway is a five-second tree in wind that moves from the top, not the base: the hips hardly turn, the swing builds joint by joint to about 25 degrees either way at the canopy, and the twig tips whip last while the roots barely shift. Idle is a slow breathing sway with the foliage and twigs drifting, and Walk lurches from one stiff root to the other. All three loop seamlessly, so the tree can stand in your level for as long as the player takes to notice it.

A face that does the acting. Two knot-eyes glow orange with concentric growth rings, and an ember seam burns in a dark wound down the chest. Four blend shapes on LOD0 build on them: Glare swells both knot-eyes and pushes them forward, Gape drops the jaw 95 mm, Wither shrinks and sags all 31 leaf clumps for a wounded or dying tree, and Heartsplit splits the chest seam wider so the ember glow spreads.

A rig with branches in it. 33 bones: the Unity humanoid bone names it shares with the other Horde bipeds, plus a jaw, both knot-eyes, the two twig tufts, a Canopy bone, foliage bones for the two bough clusters and a two-bone twig chain in each branch hand. It ships Generic and is Humanoid-compatible: one click builds a valid avatar with 23 bones mapped, jaw and eyes included; Unity leaves the Chest bone unmapped. Retargeted clips then drive the hips, spine, neck, head, boughs and roots, while the Chest stays fixed and the canopy, bough-foliage, twig and twig-tuft bones hold their bind pose; only the shipped clips move those. The Canopy bone and both branch-hand tips (LeftTwig2, RightTwig2) take leaf-fall, ember or trail effects.

Stylized PBR on one material. Four 2048x2048 maps named by role: base colour with occlusion and edge highlights baked in, normal, packed metallic/smoothness and emission. Green leaves stand out against the bark and limb wood, with moss and lichen in patches on the back of the trunk and head, on the back of the upper boughs, and on the backs of the lower legs and feet. Base colour and normal bind on import in every pipeline, and emission does too in Built-in and URP (in HDRP it is one drag). After Extract Materials, the metallic/smoothness map drops into the Metallic slot in Built-in or URP. All three LODs share the material, so it is one draw call per LOD.

Clean topology. One closed all-quad body with edge loops around the limbs, plus 36 closed quad pieces: the knot-eyes, the jaw, two bracket fungi and the leaf clumps. On LOD0 and LOD1 no vertex carries more than five edges. LOD1 keeps the same layout at a quarter of the faces; LOD2 is a 2,186-triangle mesh for distance. Unity builds the LODGroup on import.

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

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:
- A 3.3 m walking tree, the tallest monster in the Dungeon Horde, with 31 leaf clumps breaking its outline and glowing knot-eyes
- Seven clips at 30 fps: Idle, Walk and Sway looping with exact seams; RootAttack, Hit, Die and Slam one-shot
- Sway: a five-second wind loop that moves from the top while the roots barely shift, for ambient forest scenes and ambushes
- Four blend shapes on LOD0: Glare, Gape, Wither, Heartsplit
- 33-bone rig with jaw, knot-eye, twig-tuft, canopy, bough-foliage and twig-chain bones; Humanoid-compatible (ships Generic, one-click switch)
- Attachment bones at the crown and both branch-hand tips for leaf-fall, ember and trail effects
- Stylized PBR: four 2048x2048 maps (base colour, normal, metallic/smoothness, emission) on one material
- Clean topology: closed all-quad body with edge loops around the limbs and no vertex over five edges on LOD0 and LOD1
- Three LODs (17,488 / 4,372 / 2,186 triangles) in a LODGroup built on import, plus a prefab, an Animator Controller and a demo scene

Unity price last checked .

Prices and availability may change.