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Jhon Medieval Knight

Categories Fantasy

Jhon Medieval Knight

Character Geometry and Composition

The Jhon Medieval Knight is a low-poly character asset designed specifically for use within the Unity engine. The asset is divided into three primary components to allow for granular control over the character’s visual fidelity and performance footprint. The main knight model consists of 8,181 faces and 16,155 triangles, maintaining a balance between silhouette detail and rendering efficiency.

To provide additional detail, the developer has included separate geometry for the character’s hair and weapon. The hair component is composed of 3,024 faces (6,052 triangles), while the weapon—a sword suited for a crusader or swordsman archetype—features 958 faces and 1,760 triangles. This modularity ensures that the weapon can be swapped or the hair visibility can be toggled depending on the specific requirements of the project.

Animation Set and Rigging

The asset comes pre-equipped with a library of 17 animations that cover standard gameplay requirements. These animations are designed to be used with Unity’s animation controllers and include common movement and combat actions. The specific animation list includes:

  • Movement: Four walk variations, one run, one jump, and two idle states.
  • Combat: Four attack variations, one block, one hit reaction, and one kick.
  • Utility: One death sequence and one casting animation for magical or special abilities.

The rigging was handled using controllers from Maya 2019. The developer has implemented built-in controller skinning for all bones, ensuring that the deformations align with the provided animation set for immediate implementation into a game project.

PBR Textures and Rendering Pipeline Compatibility

The knight utilizes 4k (4096x4096px) PBR textures, including metallic maps and other standard PBR channels. These high-resolution maps are designed to be scalable; they can be reduced to 1024 or 2048 pixels through third-party editors without a loss of quality, making the asset adaptable for mobile or lower-end target platforms.

While the asset was originally developed for Unity’s Built-in Render Pipeline (using version 2018.4.22), it supports High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). To use these modern pipelines, the developer notes that a manual conversion step is required. Users must first change the custom shader to the Unity standard shader and then utilize the “Convert Selected Built-in Materials to HDRP or URP” utility within the engine.

Physics and Material Configuration

A notable feature of this package is the inclusion of fabric physics. The developer has configured physics for the knight’s fabric components on one specific skin. For users wishing to apply these physics to the other two available skins, the materials can be transferred to maintain the simulation across different visual variations. The package as a whole contains 99 individual assets, providing the necessary files to manage these material and physics transitions.

Integration into the Workflow

The Jhon Medieval Knight fits into a fantasy production workflow as a primary protagonist or high-fidelity NPC. Because the rig is based on standard humanoid bone structures and Maya-based skinning, it is compatible with standard Unity humanoid controllers. Developers can integrate the character by assigning the 17 provided animations or by utilizing their own animation state machines. The inclusion of casting and blocking animations makes it particularly suitable for action-RPGs or tactical combat games where diverse combat states are required.

Project Screenshots


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