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Media 1 for listing Spider Sword - Stylized Halloween Weapon

Description

πŸ•·οΈ Spider Sword β€” Stylized Halloween Weapon

A creepy hero sword for your Halloween event, spider-queen boss or seasonal skin. A spider guard with glowing eyes and curved black legs, an amber gem set in its body, a wavy silver-framed blade with a violet spider web inside, a cross-wrapped leather grip and an amber pommel gem β€” game-ready, with an animated glow material and a showcase scene you can open and render straight away.

✨ Highlights
  • Animated glow, no extra setup β€” the emissive pulses, the spider's eyes and the amber gems pulse, and violet light drifts through the web inside the blade at different depths.

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

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

  • Drop-in Blueprint β€” BP_SpiderSword with the mesh and a small glow light. Pivot at the centre of the grip.

  • Source files included β€” FBX, 4K PNG textures and a Blender scene.

πŸ“ Technical details
  • Triangles: 15,160 (LOD0) Β· 7,580 Β· 3,790 Β· 1,820 β€” 4 LODs

  • Size: 114.3 cm long, 25.8 cm wide (scaled to the UE mannequin)

  • Textures: 4096 Γ— 4096 β€” Base Color, Normal (DirectX), ORM (AO / Roughness / Metallic), Emissive Β· 2048 Γ— 2048 energy mask

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

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

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

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

  • Engine: Unreal Engine 5.6 Β· Tested on: Windows

πŸ“¦ What's inside
  • Unreal Engine 5.6 project β€” SM_SpiderSword, M_SpiderSword, MI_SpiderSword, BP_SpiderSword, textures, L_SpiderSword_Showcase and L_SpiderSword_Demo maps

  • FBX β€” SM_SpiderSword.fbx (centimetres, two UV channels)

  • Textures β€” PNG, ready for any engine or renderer

  • Blender β€” SpiderSword.blend with the material already wired to the textures

πŸ›  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 β€” 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).

πŸŽƒ Part of the Halloween Weapons series

Bone Sword, Cat Sword and Lantern Sword β€” built to the same scale and standard.

Included formats