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A downloadable asset pack

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Hello

This asset includes a 3D mech character (Fbx/glb) format, with a simple (generic) rig, three modular body set variations, three weapons, 26 color variants, and a full set of 18 animations. You can mix different parts, change colors, and attach weapons to make your own version.
Your comments and feedback are greatly appreciated — they help me improve my assets and create more in the future

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Click download now to get access to the following files:

Mech_00.zip 6.5 MB

Development log

Comments

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The system already feels like a mech-flavoured class creator. I’d push that idea by adding a second layer of small sockets for role-defining bits: extra shoulder and knee armor, backpacks/boosters, antennas, plus dedicated weapon mounts on upper arms/forearms. On top of that, 2-3 chassis frames: a light, tall-legged scout frame, a standard all-rounder, and a heavy base that could even work without legs - more like a mobile turret. On that heavy base the torso could turn into a cockpit block with cannons instead of arms, for a pure frontline or artillery role. I’d also treat color schemes as their own module: a few preset palettes and some example builds like “fast”, “heavy”, “support” that players can tweak, a bit like picking a class in an RPG but translated into your cool robot lineup.

I'm already planning a few of those.

I will implement the second layer for sure. Thank you :)

How would you tackle the idea of the sockets if every set has a different size? Is it a problem if the "extra" parts intersect?

Isn't this limiting the idea of the fixed color schemes?

I’d keep it simple like this: one “hard” socket per bone for all variants, sharing the same pivot and a small box collider. The add-ons using that socket would be grouped into just 2-3 size classes (small/medium/large) instead of perfectly matching every single part - a bit of mesh intersection is fine as long as nothing pops at gameplay camera distance. For colors I’d keep all sockets and brackets on a single neutral material (steel / grey plastic) and only let armor, covers and the main module shapes change colors. On top of that you can have a few fixed palette presets as a base, plus maybe a subtle tint control for one accent color so users can nudge the look towards their project without breaking your original schemes.

So, something like change this assets have base variants that act as a "base mesh" with size categorizations (gray color). Then, the next variants I make are add-ons placed on top of those base meshes (with colors). This way, I can control how they intersect, right?

so good, i was just thinking about how to find several 3D modular robot models to develop my robot game. thank you soooo much

I hope you find them useful :)

useful fr, and i also wonder if u will add more boxing action in it? like block and advance with posture or side dash

To be honest, focusing on unarmed combat wasn’t something I had planned, but if it’s something people are interested in, I’d be happy to work on it.

oh okay, cuz i found a boxing action in it, tought u gonna keep making some boxing actions lol

hey! just wanna let u know, i just made a tiny demo by your models, u can check it if u want :)) gonna make a lot works on it in these days

It really makes me happy to see my asset come to life so fast!
I’m not sure what your project’s scope or direction is (whether it’s focused on boxing or something bigger), but I do plan to keep updating and expanding the asset over time.

If it gains some traction, I’m planning to add more commonly used animations — like dodge, crouch, directional movement, two-handed weapons, rifles, etc. — along with new asset packs featuring more modular body parts, weapons, attachments, and environment pieces. Basically, the kind of stuff you’d expect to find in a mech or sci-fi pack.

If you ever need something more specific or outside that scope, like martial arts animations, feel free to DM me so we can find a solution that works for both of us.