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Descripción

💀 Skull Sword — Stylized Halloween Weapon

A cursed hero sword for your Halloween event, necromancer boss or seasonal skin. A carved skull guard with glowing eyes and curved horn blades, a jagged blade filled with green soul-fire, iron rings on a wrapped leather grip and an emerald pommel gem — game-ready, with an animated glow material and a showcase scene you can open and render straight away.

✨ Highlights
  • Animated glow, no extra setup — the emissive pulses, the skull's eyes flicker, and two layers of green soul-fire drift inside the blade at different depths, so the core looks deep when the camera moves.

  • One material instance to tweak — Tint, Roughness Scale, Emissive Intensity, Energy Amount and Animation Speed.

  • Ready-made showcase map — backdrop, mist, sparks, key / fill / rim lights and a portrait camera (1080 × 1920).

  • Drop-in Blueprint — BP_SkullSword with the mesh and a small glow light. Pivot at the centre of the grip.

  • Source files included — FBX, 4K PNG textures and a Blender scene.

📐 Technical details
  • Triangles: 15,678 (LOD0) · 7,838 · 3,920 · 1,882 — 4 LODs

  • Size: 114.3 cm long, 22.3 cm wide (scaled to the UE mannequin)

  • Textures: 4096 × 4096 — Base Color, Normal (DirectX), ORM (AO / Roughness / Metallic), Emissive · 2048 × 2048 energy mask

  • Materials: 1 master material + 1 material instance (PBR metallic / roughness)

  • UVs: channel 0 unique, non-overlapping · channel 1 hand-packed lightmap UVs (resolution 128)

  • Collision: simple (26-DOP) + per-poly complex

  • Nanite: off (regular LODs) · Rigged / animated: no (static mesh)

  • Engine: Unreal Engine 5.6 · Tested on: Windows

📦 What's inside
  • Unreal Engine 5.6 project — SM_SkullSword, M_SkullSword, MI_SkullSword, BP_SkullSword, textures, L_SkullSword_Showcase and L_SkullSword_Demo maps

  • FBX — SM_SkullSword.fbx (centimetres, two UV channels)

  • Textures — PNG, ready for any engine or renderer

  • Blender — SkullSword.blend with the material already wired to the textures

🛠 Good to know
  • The showcase map uses a flat (non-filmic) look: the project sets ShowFlag.Tonemapper=0 in DefaultEngine.ini. Remove that line if you prefer Unreal's default tonemapper — the sword works with either.

  • Mist and sparks in the showcase map are meshes with animated materials, not Niagara systems.

  • The Blueprint contains components only (no gameplay logic), so it drops into any weapon system.

  • The glow uses a Custom (HLSL) node in the master material.

  • The low-poly is mostly triangles (silhouette-safe decimation).

🎃 Part of the Halloween Weapons series

Pumpkin Sword, Moon Sword and Thorn Sword — built to the same scale and standard.

Formatos incluidos