Characters

Valkyrie

A winged female warrior for Unreal Engine with Epic skeleton setup, separate wing and hair physics rigs, 51 face blendshapes, and detailed poly counts across ev

ValkyrieCharacters

Resource overview

The Valkyrie is a winged female warrior character for Unreal Engine. The character mesh uses the Epic skeleton without additional bones, while the wings have their own skeleton and are attached to the character in a blueprint. Two hairstyles are provided, each with a variant that carries a separate skeleton for physical simulation and a variant that runs on the Epic skeleton. The project walks through this rig plan in a model that was updated in late 2022, but the scene and walking animation shown in the preview are not part of the download.

A rig split: Epic body, separate wing bones, hair with or without its own skeleton

Keeping the Epic skeleton free of extra bones means the body can receive animation data that was built for Unreal's standard humanoid rig. The wings break that rule deliberately. Instead of adding wing bones to the character skeleton, the wing rig is separate and gets connected through the blueprint. That division lets an animator treat the body as a normal Epic character while the wings move as an appendage-driven system, which matters for a figure where the wings are the largest visual attachment.

The hair setup doubles the options. The files SK_Hair1_WithSK and SK_Hair2_WithSK use a separate skeleton intended for physical simulation. The plain SK_Hair1 and SK_Hair2 variants are aligned to the Epic skeleton. Alongside these hair variants, the model has UE4 Skeleton Cloth physics simulation, which can drive cloth or cloth-like elements. A team can choose the WithSK hair for shots where simulation is wanted or the Epic-skeleton hair for sequences that need to match the body exactly with no extra dynamic bones.

Facial animation and 51 morph targets

On the face, the asset lists 51 blend shapes or morph target shapes. This is the kind of face count used for speech and expression, and the blend shapes support Apple's LiveLink Face. That support opens the door for driving the Valkyrie's expressions directly from a face-capture stream inside Unreal Engine. A character with a helmet, high fantasy armor, and wings still needs readable facial emotion in close-ups; the 51 shapes provide the range for those shots.

The model is also split into separate mesh parts. Each piece carries its own mesh definition instead of being welded into one seamless skinned object. That means the sword, spear, hair, wings, and body can be read as individual assets, which is useful for material adjustments or for isolating a part during a performance capture session. It also means the small wing option, WingsSmall, can be swapped in when the larger wings are too dominant on screen, without touching the body or hair meshes.

The late-2022 update: shader and hair adjustments

An update attached to this version is dated 14.12.22, and it improved the hair, wings, and eye shaders while making small fixes. Screenshots documenting the update follow the existing preview gallery. Shader-focused updates tend to adjust translucency, specular response, and edge lighting, all of which affect the look of hair strands or feathered wings. This change suggests the silhouette of the model stayed the same while the surface response of the hair and wings got another pass.

Mesh statistics and where the triangle budget goes

The character, its hair, wings, and weapons are listed with separate polygon, vertex, and triangle counts, which makes the density distribution clear at a glance.

MeshPolygonsVerticesTrianglesCharacter31,48242,43662,545Hair113,73522,20027,450Hair210,65616,98121,302Wings12,99231,92326,136WingsSmall8,78821,67217,656Sword9541,1841,838Spear1,4031,7902,724

The character mesh is the largest single object, but Hair1, Hair2, and Wings together consume almost as many triangles as the character itself when all are included. The presence of WingsSmall offers a second wing option that reduces the wing triangle count by about a third. The sword and spear sit at roughly 2,000 triangles or fewer, so weapon customization will not dominate the scene cost. For an artist deciding which part might need LODs, the answer is visible in the triangle distribution: wings and hair carry a substantial amount of the total mesh density.

How to plan when integrating this Valkyrie

For a project that needs a winged front-line fighter, the kit is grouped by a simple idea: keep the body animation standard, define the wings separately, and give hair a choice between physics and pure skeleton. The 51 face shapes supply an Unreal-ready expression range that works with Apple's LiveLink Face, and the separate mesh parts permit spreading the Valkyrie across different shots without re-engineering the rig. Because the preview scene and its walking animation are excluded, an adopter should expect to bring their own environment and animation set. What remains is the character's own gear and the rig structure needed to pose her in flight, dialogue, or combat.

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