
Opis
💀 A grim reaper’s blade for your boss fight, dark knight or Halloween event. A hooded skull with burning red eyes guards the hilt, bat wings spread from the cross-guard, two iron lanterns hang on chains, and a black blade is split by a glowing crimson vein. Game-ready, true to scale and textured in 4K, with an Unreal Engine 5.6 project, FBX and Blender files.
✨ HighlightsAnimated glow in Unreal — the emissive pulses, the skull eyes and lantern glass flicker, and energy drifts inside the black blade core around the glowing vein.
One material instance to tweak — Tint, Roughness Scale, Emissive Intensity, Energy Amount and Animation Speed.
Ready-made showcase map — backdrop with skull motif, mist, sparks, key / fill / rim lights and a portrait camera, matching the Blender render.
Hand-made material zones — worn grey steel, black-crimson core, aged bone, black cloth, iron chains and lanterns, wrapped leather grip and a faceted ruby gem, with soft, clean colour transitions.
Real-world scale — 113 cm long, built against the Unreal Engine mannequin, pivot at the centre of the grip. Drop-in Blueprint BP_ReaperSword.
Triangles: 13,248 (LOD0) · 6,624 · 3,312 · 1,590 — 4 LODs in Unreal · Vertices: 6,618
Size: 113.1 × 22.3 × 8.4 cm (length × width × depth)
Textures: 4096 × 4096 PNG — Base Color, Normal (DirectX), ORM (AO / Roughness / Metallic), Emissive · 2048 × 2048 glow mask (Unreal)
Materials: 1 master material + 1 material instance (PBR metallic / roughness)
UVs: channel 0 unique and non-overlapping · channel 1 lightmap UVs (resolution 128)
Collision: simple (26-DOP) + complex · Nanite: off · Rigged / animated: no (static mesh)
Engine: Unreal Engine 5.6 · no plugins required
Unreal Engine 5.6 project — SM_ReaperSword, M_ReaperSword, MI_ReaperSword, BP_ReaperSword, textures, L_ReaperSword_Showcase and L_ReaperSword_Demo maps
FBX — SM_ReaperSword.fbx (two UV channels)
Blender — ReaperSword.blend with the PBR material already wired to the textures (Blender 5.1, EEVEE)
Textures — 4 PNG maps at 4K, ready for any engine or renderer
The showcase map uses a flat (non-filmic) look: the project sets ShowFlag.Tonemapper=0 in DefaultEngine.ini. Remove that line for 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 has components only (no gameplay logic).
The normal map is DirectX (green down). For OpenGL engines (Unity, Godot) invert the green channel — the Blender file already does it in the material.
More dark fantasy swords are on the way, built to the same scale and standard.










