Login / Register

Swordswoman

Built for a game-ready female warrior setup

Swordswoman is shaped for projects that need a fantasy female character ready for animation, customization, and modular assembly. The character comes rigged with a UE4 skeleton, which makes the setup immediately relevant for Unreal-based workflows that rely on an existing skeletal structure. Facial expressions are included through ARKit and Apple blendshapes, so the character is not limited to a static face rig.

That combination makes the asset useful for scenes where a sword-bearing heroine needs to move, emote, and present a clear stylized identity. The character leans into a warrior and knight direction, while still leaving room for color adjustments and part swapping.

Modular parts for assembly and variation

The character is modular, and the package separates the body into distinct pieces rather than forcing a single fixed look. The included parts cover the body, head, hair, armor parts, lingerie, and shoes. A whole body without seams is also included, which gives an alternate setup when a single unified mesh is preferred.

This structure is practical when a project needs variations without rebuilding the character from scratch. Armor, clothing, and accessory pieces can be worked with as separate elements, while the seamless full body gives a cleaner option for shots where visible seams would be a problem. The modular approach also fits projects that want to swap visual elements while keeping the same base character identity.

Color control across the outfit and body

Several character elements can be recolored: armor, weapon, shoes, hair, eyes, skin, nails, and lingerie. That level of color control makes the character easier to adapt to different scenes or visual themes without changing the underlying structure.

Because the palette can be adjusted across both gear and body details, the same character can read differently depending on the scene direction. A darker armor set, lighter skin tones, or altered hair and eye colors can shift the mood without changing the mesh layout. For character work that depends on quick visual iteration, this is one of the most direct tools included in the setup.

Texture sets and material coverage

The asset includes 4K texture sets for the main components, with albedo, normal, occlusion + metallic + roughness, and ID maps provided for the armor, weapon, lingerie, head, and body. The eyes also have 4K albedo and ID textures, while the hair uses 4K albedo, alpha, root, depth, and ID. Eyelashes are provided at 1K with albedo and alpha.

That texture coverage is broad enough to support the character’s separate parts without forcing every surface into the same treatment. The dedicated sets for armor, weapon, clothing, face, body, eyes, and hair help keep those areas distinct, which matters when the character needs a specific material read on each part. The hair setup is especially notable because it includes alpha, root, and depth alongside the base color, allowing it to sit separately from the rest of the model.

Texture coverage at a glance

  • 4K Armor: Albedo, Normal, Occlusion + Metallic + Roughness, ID
  • 4K Weapon: Albedo, Normal, Occlusion + Metallic + Roughness, ID
  • 4K Lingerie: Albedo, Normal, Occlusion + Metallic + Roughness, ID
  • 4K Head: Albedo, Normal, Occlusion + Metallic + Roughness, ID
  • 4K Body: Albedo, Normal, Occlusion + Metallic + Roughness, ID
  • 4K Eyes: Albedo, ID
  • 4K Hair: Albedo, Alpha, Root, Depth, ID
  • 1K Eyelashes: Albedo, Alpha

Mesh data and the different character states

The package gives separate mesh data for armor, lingerie, nude, and weapon components. The armor mesh is listed at 76,527 vertices and 13,542 tris. The lingerie version uses 54,871 vertices and 96,342 tris, and the nude version is listed with the same 54,871 vertices and 96,342 tris. The weapon mesh is much smaller, with 1,437 vertices and 2,846 tris.

Those numbers show how the character is split into distinct presentation states rather than being locked into one fixed appearance. For implementation, that can matter when different scenes require different levels of coverage or a different outfit state. The weapon is also separated cleanly from the body meshes, which keeps it available as its own component in the character setup.

Animation setup and what needs attention

The character is rigged, but bone simulation is not set up in the project. Extra bones are recommended to avoid artifacts in the animation. That makes the asset straightforward in some areas and more deliberate in others: the core skeleton is there, facial expression support is included, but secondary motion will need care if you want to avoid visual issues.

The result is a character that is already grounded in an animation workflow, while still leaving room for technical adjustment during implementation. Anyone placing the model into a scene will want to keep the note about extra bones in mind, especially if the animation relies on parts that would otherwise need simulated movement.

Where this character fits

Swordswoman fits projects that need a fantasy female warrior with modular parts, facial expression support, and a clear rigging foundation. It works especially well when the character needs to be adjusted through color changes or assembled from separate armor, hair, clothing, and body pieces. The seam-free full body option also gives flexibility when the scene calls for a cleaner overall silhouette.

For teams working with animation blueprints, the UE4 skeleton and included facial blendshapes provide the key setup points. For character artists, the separate textures and modular parts offer a practical base for iteration. The character is most useful where a stylized sword-fighting heroine needs to be prepared for posing, animation, and visual variation without rebuilding the asset from scratch.

Preview Images


Swordswoman Prev Special Ops – Modular Character Bundle
Swordswoman Next Post Soviet Furniture

Leave a Reply