Humans

Succubus Lucia

A fully rigged, modular low-poly fantasy character featuring 52 Apple Blendshapes, Epic Skeleton compatibility, and 9 sets of 4K packed textures.

Succubus LuciaHumans

Resource overview

Building Scenes with the Succubus Sisters Collection

Designed as a low-poly Asian female demon, Succubus Lucia serves as a distinct visual asset for fantasy RPGs, anime-inspired environments, and hellish narrative settings. As part of the wider Succubus Sisters Collection alongside Succubus Lily and Succubus Lauren, she provides developers with a striking baseline aesthetic that can be heavily modified to fit different production needs. Her defining demonic features—removable wings, a tail, fluffy ears, and horns—can be completely detached from the base model. By removing these appendages, developers can easily strip away the fantasy elements to utilize her as a standard human character, offering high flexibility for projects that require both supernatural creatures and ordinary townspeople.

Modular Wardrobe and Polycount Optimization

The character is built entirely around modularity, giving artists granular control over her final silhouette. Developers can add or remove any part of her outfit, strip her down to the included underwear, or utilize the full-body setup depending on the context of the scene. Weapons are also bundled directly with the character mesh to complete her combat-ready appearance.

To solve common issues with fabric clipping and texture intersections during complex animations, the underlying body mesh is strategically sliced into distinct pieces. When equipping her with different garments, the body pieces that rest beneath the clothing must be turned off or hidden. This slicing method not only prevents ugly visual intersections during extreme poses but actively reduces the active polycount in the engine, optimizing performance during gameplay. For further customization, body morphs are included to regulate breast and butt size, allowing developers to tweak her proportions to match specific character designs or stylistic preferences.

Her base body texture is censored out of the box. Adult anatomical parts are not modeled into the geometry, lacking both a dedicated rig and morph targets; they exist purely as texture data, meaning the mesh remains structurally focused on standard clothing and armor integration. For developers looking to alter her surface appearance, an AllPartsTogether.fbx file is provided, making the process of adding custom tattoos or scars highly straightforward.

Epic Skeleton Integration and Locomotion Testing

Rigged natively in Maya without the use of external plugins, the character is built directly upon the Unreal Engine 4 Epic Skeleton foundation. The main bone hierarchy remains completely untouched, ensuring immediate compatibility with vast libraries of existing animations, while additional bones have been integrated to support her specific appendages. While the asset does not include its own physics setup or control rig out of the box, physics can be manually applied to various moving parts. For Unreal Engine developers, utilizing the KawaiiPhysics plugin is highly advised to achieve the best-looking results for her hair and accessories.

To guarantee stability in dynamic gameplay environments, the rig has been rigorously tested against a wide array of demanding animation systems. She is fully compatible with the Lyra Starter Game, the Game Animation Sample Project, and the Advanced Locomotion System v4 (ALS v4). Beyond standard third-person animations, her skeleton has been verified to work seamlessly with Female Interactions Animations, general Mocap Libraries, the ARLS combined with the Horse Animset, the dedicated Succubus AnimSet, Valley of the Ancient, and Close Combat: Swordsman. A set of bonus idle animations is included with the base files. For Unity developers, her Humanoid rig setup—complete with eye and jaw bones—ensures that any Humanoid animations purchased from the store can be applied without retargeting headaches.

Apple Blendshapes for VTubing and Facial Capture

A major focal point of the character is her facial rigging. She comes equipped with 52 perfectly calibrated Apple Blendshapes, opening up immediate workflows for real-time performance capture and live stream facial animations. This standard makes her an ideal candidate for integration into VTuber avatars, VRChat, MMD, FaceWare, and broader facial mocap setups.

These blendshapes have been natively tested with Live Link Face in Unreal Engine 5 and Face Capture in Unity. Depending on the engine, developers will access these expressions differently: Unreal Engine utilizes Morph Targets for facial animations, while Unity projects rely on the Blendshapes system. This level of facial fidelity allows her to perform complex dialogue scenes and micro-expressions in high-end cutscenes.

4K Texture Pipelines and Engine Materials

The visual fidelity of the character is maintained through nine distinct 4K texture sets: Body, Head, Clothes, Boots, Wings, Teeth, Hair, Eyes, and Lashes. Separating the textures across these specific zones ensures high resolution is maintained during close-up camera angles, particularly when utilizing her facial blendshapes. These textures are fully packed for better engine optimization.

Each texture set contains a BaseColor, Normal, Roughness, Metallic, MetallicSmoothness, MaskMap, and ORM map. Depending on the specific material, sets may also include Ambient Occlusion, MatID, Opacity, and Emissive maps. The MatID maps are specifically designed to allow developers to change the colors of the BaseColor map by section. By utilizing the advanced materials, localized color tinting across skin, eyes, and outfit parts is simple. Changing the undersuit color and opacity specifically requires adjustments to the BaseColor and Roughness maps.

In Unreal Engine 4.19 and newer, the project includes advanced materials, Material Instances pre-configured with MatID maps for easy color changes, separated meshes for the Master Pose Component, and an active wind simulation for her hair. Unity developers running version 2021.3.21f1 or higher receive out-of-the-box support for the Built-in, URP, and HDRP render pipelines. Both advanced and default shaders are provided, alongside functional wind simulation for the hair. For artists utilizing external rendering or texturing pipelines, the project files for Substance Painter are included, and the provided.fbx file formats can be imported directly into Blender, Cinema4D, or 3ds Max.

Technical Footprint

Standing at 48,616 faces, 93,555 triangles, and 52,498 vertices, the character operates entirely as a low-poly asset. She does not utilize an LOD (Level of Detail) system, meaning developers will need to generate their own LODs if required for massive crowd scenes. As a pure character asset, she contains no scripts or game controls, serving strictly as a highly flexible, animation-ready mesh for developers building out their own gameplay mechanics.

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