Low Poly Zombie Pack - 10 Rigged & Animated Humanoid Zombies
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: $24.49. The latest store price is $34.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $34.99 | Latest store price | |
| $24.49 | Unity New Release Discount 2026-08-12 2026-08-19 | |
| $24.49 | Unity New Release Discount 2026-08-12 2026-08-19 | |
| $34.99 | Unity First Price 2026-08-12 2026-08-12 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Low Poly Zombie Pack - 10 Rigged & Animated Humanoid Zombies
- Theme > Stylized
- Theme > Low Poly
- Theme > Military & Combat
- Theme > Dystopian & Post-apocalyptic
- Theme > Horror & Gothic
- Theme > Modern
- Art & Visuals > 3D
One skeleton across all ten. Same bone names, same clip names, same proportional rig. One Animator controller drives the entire pack, and a clip authored on any one of them plays on the other nine. Swapping a Shambler for a Brute mid-scene is a prefab swap, not an animation problem.
Cheap enough for crowds. 6,526 triangles for all ten, one material and one draw call each, no LODs to manage because there is nothing to reduce. A forty-zombie horde built from these is roughly the triangle budget of one conventional character.
Every model imports upright at Scale Factor 1, one Unity unit to the metre, facing +Z. Each ships its own demo scene, its own 128x128 palette atlas and its own README.
Key Features:
- Ten distinct zombies: Shambler, Runner, Brute, Crawler, Bloater, Screamer, Spitter, Riot, Scientist, Soldier
- One Unity Humanoid skeleton across all ten - Avatar builds automatically, Mixamo and Starter Assets clips retarget onto any of them
- 30 clips in total: Idle, Walk and a one-shot Attack on every model
- One Animator controller drives the whole pack; clips are interchangeable
- 6,526 triangles for all ten - 580 to 724 each, one draw call each
- 1.55 m to 2.15 m tall, so the horde reads at a range of heights
- A demo scene, a palette atlas and a README per model
- Recolour the whole pack by editing ten 16-pixel textures
Zombie - Shambler
The baseline walker. Humanoid-rigged low-poly zombie, 1.78 m, with a slow lurching gait. Idle, Walk and Attack. 620 tris, 21 bones.
The standard-issue undead: 1.78 m, average build, torn clothes, and the slow uneven lurch that a zombie horde is built on.
Designed as the one you spawn by the dozen. At 620 triangles and one draw call it stays cheap in crowds, and the Walk clip's uneven stride - one leg dragging shorter than the other - keeps a group from looking like it is marching in lockstep.
Zombie - Runner
The fast one. Humanoid-rigged low-poly sprinter zombie, 1.72 m, lean frame, long limbs, quick tempo. 580 tris, 21 bones.
The zombie that changes how a player plays: lean 1.72 m frame, elongated limbs, forward-pitched posture, and a Walk cycle running at roughly twice the tempo of the Shambler's.
Narrow build and red-stained clothing give it a distinct silhouette in a crowd, so players can tell at a glance which one is about to close the distance - which is the whole design job a runner has to do.
Zombie - Brute
The heavy. Humanoid-rigged low-poly brute zombie at 2.15 m with a hunched back, bone shoulder plates and exposed ribs. 718 tris, 21 bones.
A 2.15 m mini-boss - the tallest and heaviest zombie in the series, built to stand a clear head above the rest of a horde.
Massive shoulders, a hunched back, bone plates over the shoulders and exposed ribs across the chest. A heavy brow ridge sits over the eyes. The gait is slow and wide, and the Attack lunge swings with the mass behind it.
Still 718 triangles, so it costs no more than the rest of the horde.
Zombie - Crawler
The low one. Humanoid-rigged low-poly crawler zombie, folded almost double on shattered legs, arms doing the work. 616 tris, 21 bones.
A zombie that comes at the player from below eye line - folded almost double, knees deeply bent, arms extended and taking the weight.
Because it stays fully humanoid-rigged rather than being modelled as a legless torso, you keep the option to stand it up, retarget any humanoid clip onto it, or transition it between crawling and upright states. Legless crawler models can do none of that.
Elongated arms and exposed ribs. The deep crouch is in the animation, not baked into the bind pose, so the Avatar still maps cleanly.
Zombie - Bloater
The swollen one. Humanoid-rigged low-poly bloater zombie, 1.80 m, distended gut, short thick limbs, sagging gait. 644 tris, 21 bones.
A bloated zombie built around a distended gut - the obvious silhouette read for an exploder, a gas carrier, or whatever your design calls a zombie that should not be shot at close range.
Short thick limbs, wide frame, sickly green-yellow palette, and a slow sagging gait that suits something carrying too much weight.
The gut is modelled as its own mass weighted to the spine, so it moves with the body rather than sitting rigid inside it.
Zombie - Screamer
The alarm. Humanoid-rigged low-poly screamer zombie - gaunt 1.76 m frame, unhinged jaw, head-back posture. 616 tris, 21 bones.
A gaunt, pale zombie with an unhinged jaw hanging open and a head-back posture, for the horde-caller role - the one that has to be killed first.
The dropped jaw is modelled into the skull, so the open mouth reads from any angle without needing a blend shape or a facial rig. The head tips backwards rather than forwards, which is what separates it visually from every other zombie in the series at a glance.
Very thin build with exposed ribs and near-white skin, so it stands out against a crowd of ordinary walkers.
Zombie - Spitter
The ranged one. Humanoid-rigged low-poly spitter zombie, 1.68 m, with a distended throat sac and a hunched back. 664 tris, 21 bones.
A stooped 1.68 m zombie with a swollen throat sac under the jaw and a hunched upper back - the standard visual language for a ranged or acid-spitting enemy, so players read the threat type before it acts.
The throat sac is rigged to the neck, so it moves with the head rather than floating. Acid-green highlights in the palette reinforce the ranged read.
Deep forward stoop in the gait, distinct from the Shambler's upright lurch.
Zombie - Riot
The armoured one. Humanoid-rigged low-poly riot-police zombie, 1.86 m, with helmet, visor, shoulder pads and vest. 724 tris, 21 bones.
A riot officer that did not make it - 1.86 m, helmet with a dark visor, shoulder pads and a plate vest still strapped on.
The armour reads as a tougher enemy without any UI, and the covered face gives the horde visual variety at zero extra cost. The heaviest zombie in the series at 724 triangles, and still one draw call.
Useful as an armoured variant that takes more hits, or as environmental storytelling in a police-station or checkpoint level.
Zombie - Scientist
Patient zero. Humanoid-rigged low-poly lab-coat zombie, 1.74 m, thin build, open coat with skirt panels. 680 tris, 21 bones.
A researcher in a lab coat - the character that tells the player where the outbreak started, without a single line of dialogue.
The coat is modelled as a yoke over the shoulders with two skirt panels hanging either side of an open front, weighted to the spine and hips so it swings with the body instead of moving as a rigid shell.
Thin build, off-white coat against dark trousers - high contrast, so it is easy to pick out of a crowd in a dim corridor.
Zombie - Soldier
The infantryman. Humanoid-rigged low-poly military zombie, 1.82 m, with helmet, plate vest and heavy boots. 664 tris, 21 bones.
An infantryman still in helmet, plate carrier and heavy boots - 1.82 m, olive drab, with a steadier and more upright gait than the civilian walkers.
Pairs naturally with the Riot variant for a military-response theme, and gives a horde the visual mix that makes it look like a place people actually tried to defend.
Helmet and vest are modelled geometry, not painted, so the silhouette holds at distance and in backlight.