3D Zombie Pack – 10 Low Poly Humanoid Rigged Zombies
Ten humanoid-rigged low-poly zombies on one shared skeleton — shambler, runner, brute, crawler, bloater, screamer, spitter, riot, scientist, soldier. Idle, Walk and Attack on every one.
by Backrock Studios
Price History +
A complete horde, not ten variations on one body. Each of the ten has its own
silhouette and its own reason to exist in a level: the Shambler you spawn by
the dozen, the Runner that changes how the player moves, the 2.15 m Brute that
reads as a mini-boss, the Crawler that comes at knee height, the Bloater built
to burst, the Screamer that calls the others, the Spitter that fights at
range, the riot-armoured one that has to be flanked, and two who died as
somebody — a scientist and a soldier — and still carry what they were wearing.
One skeleton across all ten. Same bone names, same clip names, same
proportional rig. One Animator controller drives the entire pack, and a clip
authored on any one of them plays on the other nine. Swapping a Shambler for a
Brute mid-scene is a prefab swap, not an animation problem.
The whole pack costs less than a third of the models bought singly:
$99.90 of singles for $34.99.
Cheap enough for crowds. 6,526 triangles for all ten, one material and one
draw call each, no LODs to manage because there is nothing to reduce. A
forty-zombie horde built from these is roughly the triangle budget of one
conventional character.
Every model imports upright at Scale Factor 1, one Unity unit to the metre,
facing +Z. Each ships its own demo scene, its own 128x128 palette atlas and
its own README.
Key Features:
- Ten distinct zombies: Shambler, Runner, Brute, Crawler, Bloater, Screamer, Spitter, Riot, Scientist, Soldier
- One Unity Humanoid skeleton across all ten — Avatar builds automatically, Mixamo and Starter Assets clips retarget onto any of them
- 30 clips in total: Idle, Walk and a one-shot Attack on every model
- One Animator controller drives the whole pack; clips are interchangeable
- 6,526 triangles for all ten — 580 to 724 each, one draw call each
- 1.55 m to 2.15 m tall, so the horde reads at a range of heights
- A demo scene, a palette atlas and a README per model
- Recolour the whole pack by editing ten 16-pixel textures
Variant breakdown
Zombie — Shambler
The baseline walker. Humanoid-rigged low-poly zombie, 1.78 m, with a slow
lurching gait. Idle, Walk and Attack. 620 tris, 21 bones.
The standard-issue undead: 1.78 m, average build, torn clothes, and the slow
uneven lurch that a zombie horde is built on.
Designed as the one you spawn by the dozen. At 620 triangles and one draw call
it stays cheap in crowds, and the Walk clip's uneven stride — one leg dragging
shorter than the other — keeps a group from looking like it is marching in
lockstep.
Zombie — Runner
The fast one. Humanoid-rigged low-poly sprinter zombie, 1.72 m, lean frame,
long limbs, quick tempo. 580 tris, 21 bones.
The zombie that changes how a player plays: lean 1.72 m frame, elongated
limbs, forward-pitched posture, and a Walk cycle running at roughly twice the
tempo of the Shambler's.
Narrow build and red-stained clothing give it a distinct silhouette in a
crowd, so players can tell at a glance which one is about to close the
distance — which is the whole design job a runner has to do.
Zombie — Brute
The heavy. Humanoid-rigged low-poly brute zombie at 2.15 m with a hunched
back, bone shoulder plates and exposed ribs. 718 tris, 21 bones.
A 2.15 m mini-boss — the tallest and heaviest zombie in the series, built to
stand a clear head above the rest of a horde.
Massive shoulders, a hunched back, bone plates over the shoulders and exposed
ribs across the chest. A heavy brow ridge sits over the eyes. The gait is
slow and wide, and the Attack lunge swings with the mass behind it.
Still 718 triangles, so it costs no more than the rest of the horde.
Zombie — Crawler
The low one. Humanoid-rigged low-poly crawler zombie, folded almost double on
shattered legs, arms doing the work. 616 tris, 21 bones.
A zombie that comes at the player from below eye line — folded almost double,
knees deeply bent, arms extended and taking the weight.
Because it stays fully humanoid-rigged rather than being modelled as a legless
torso, you keep the option to stand it up, retarget any humanoid clip onto it,
or transition it between crawling and upright states. Legless crawler models
can do none of that.
Elongated arms and exposed ribs. The deep crouch is in the animation, not
baked into the bind pose, so the Avatar still maps cleanly.
Zombie — Bloater
The swollen one. Humanoid-rigged low-poly bloater zombie, 1.80 m, distended
gut, short thick limbs, sagging gait. 644 tris, 21 bones.
A bloated zombie built around a distended gut — the obvious silhouette read
for an exploder, a gas carrier, or whatever your design calls a zombie that
should not be shot at close range.
Short thick limbs, wide frame, sickly green-yellow palette, and a slow sagging
gait that suits something carrying too much weight.
The gut is modelled as its own mass weighted to the spine, so it moves with
the body rather than sitting rigid inside it.
Zombie — Screamer
The alarm. Humanoid-rigged low-poly screamer zombie — gaunt 1.76 m frame,
unhinged jaw, head-back posture. 616 tris, 21 bones.
A gaunt, pale zombie with an unhinged jaw hanging open and a head-back
posture, for the horde-caller role — the one that has to be killed first.
The dropped jaw is modelled into the skull, so the open mouth reads from any
angle without needing a blend shape or a facial rig. The head tips backwards
rather than forwards, which is what separates it visually from every other
zombie in the series at a glance.
Very thin build with exposed ribs and near-white skin, so it stands out
against a crowd of ordinary walkers.
Zombie — Spitter
The ranged one. Humanoid-rigged low-poly spitter zombie, 1.68 m, with a
distended throat sac and a hunched back. 664 tris, 21 bones.
A stooped 1.68 m zombie with a swollen throat sac under the jaw and a hunched
upper back — the standard visual language for a ranged or acid-spitting enemy,
so players read the threat type before it acts.
The throat sac is rigged to the neck, so it moves with the head rather than
floating. Acid-green highlights in the palette reinforce the ranged read.
Deep forward stoop in the gait, distinct from the Shambler's upright lurch.
Zombie — Riot
The armoured one. Humanoid-rigged low-poly riot-police zombie, 1.86 m, with
helmet, visor, shoulder pads and vest. 724 tris, 21 bones.
A riot officer that did not make it — 1.86 m, helmet with a dark visor,
shoulder pads and a plate vest still strapped on.
The armour reads as a tougher enemy without any UI, and the covered face gives
the horde visual variety at zero extra cost. The heaviest zombie in the series
at 724 triangles, and still one draw call.
Useful as an armoured variant that takes more hits, or as environmental
storytelling in a police-station or checkpoint level.
Zombie — Scientist
Patient zero. Humanoid-rigged low-poly lab-coat zombie, 1.74 m, thin build,
open coat with skirt panels. 680 tris, 21 bones.
A researcher in a lab coat — the character that tells the player where the
outbreak started, without a single line of dialogue.
The coat is modelled as a yoke over the shoulders with two skirt panels hanging
either side of an open front, weighted to the spine and hips so it swings with
the body instead of moving as a rigid shell.
Thin build, off-white coat against dark trousers — high contrast, so it is easy
to pick out of a crowd in a dim corridor.
Zombie — Soldier
The infantryman. Humanoid-rigged low-poly military zombie, 1.82 m, with
helmet, plate vest and heavy boots. 664 tris, 21 bones.
An infantryman still in helmet, plate carrier and heavy boots — 1.82 m, olive
drab, with a steadier and more upright gait than the civilian walkers.
Pairs naturally with the Riot variant for a military-response theme, and gives
a horde the visual mix that makes it look like a place people actually tried
to defend.
Helmet and vest are modelled geometry, not painted, so the silhouette holds at
distance and in backlight.