8 UE mannequin rigged, PBR, low poly zombies with extreme damage/decay. There are 4 males and 4 females. These would work great for corpses as well. Max and Maya files also include separate, skinned body parts - like pairs of legs, torsos, heads, etc. These could be used to mix and match parts or simply used as dismembered body parts. THESE DO NOT INCLUDE ANY CLOTHING ASSETS
Files are in 3DSMax, Maya, .fbx, and .tga.
Also included is an Unreal Editor 4.27+ project with 7 zombies (female #4 is not included as it is very similar to male #4). All zombies are in the mannequin idle pose with simple, tintable PBR shaders. These could easily be imported into other UE projects. Note these are not fully animated - you will need to create or retarget marketplace animations.
Textures include Diffuse/Base, ID, Ambient Occlusion, Roughness, Normal, Metal, and thickness (for subsurface shader) as needed. 2 versions of normal maps - one is less noisy and one is more scabrous. The ID map can be used with Shaders to allow tinting. Complete shaders are only in the UE Project. They are not set up in Max/Maya.
Tga's that are named ..._ARM are optional, combined duplicates for AO, Roughness, and Metal slotted into Red, Green, and Blue channels respectively.
Vertex counts of characters: 3300-3900Tri counts of characters: 6800-7800
The zombies use one male and one female skeleton that match Epic mannequins' naming and hierarchy. There are extra bones for the face and head that could be used for animation and/or bone scaling. *Note that due to the extreme mutilation of the faces the landmarks and skinning may not line up exactly as all males share 1 skeleton and all females share another.
Extra bones as follows:
jawchinlip_low_rlip_lowlip_low_lcraniumnosebridgeeye_reyelid_up_reyelid_low_reye_leyelid_up_leyelid_low_llip_corner_llip_corner_rcheek_rcheek_llip_up_rlip_up_lcheekbone_lcheekbone_rcheekbone_out_rcheekbone_out_lforeheadbrow_out_rbrow_mid_rbrow_in_rbrow_out_lbrow_mid_lbrow_in_lear_rear_tip_rear_lear_tip_lnosenostril_rnostril_l