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Ghost Sword - Stylized Halloween Weapon ์ œํ’ˆ ๋“ฑ๋ก์„ ์œ„ํ•œ ๋ฏธ๋””์–ด 1๊ฐœ

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๐Ÿ‘ป Ghost Sword โ€” Stylized Halloween Weapon

A haunted hero sword for your Halloween event, phantom boss or seasonal skin. A flame-shaped spectral blade of glowing teal with white ghosts drifting inside it, a horned skull guard with glowing eyes, a dark iron grip wrapped in ghost-light and a ghost-flame pommel โ€” game-ready, with an animated glow material and a showcase scene you can open and render straight away.

โœจ Highlights
  • Animated glow, no extra setup โ€” the emissive pulses, the ghost-fire in the blade and the skull's eyes pulse, and teal light drifts through the blade at different depths.

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

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

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

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

๐Ÿ“ Technical details
  • Triangles: 11,386 (LOD0) ยท 5,692 ยท 2,846 ยท 1,366 โ€” 4 LODs

  • Size: 114.9 cm long, 24.9 cm wide (scaled to the UE mannequin)

  • Textures: 4096 ร— 4096 โ€” Base Color, Normal (DirectX), ORM (AO / Roughness / Metallic), Emissive ยท 2048 ร— 2048 energy mask

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

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

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

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

  • Engine: Unreal Engine 5.6 ยท Tested on: Windows

๐Ÿ“ฆ What's inside
  • Unreal Engine 5.6 project โ€” SM_GhostSword, M_GhostSword, MI_GhostSword, BP_GhostSword, textures, L_GhostSword_Showcase and L_GhostSword_Demo maps

  • FBX โ€” SM_GhostSword.fbx (centimetres, two UV channels)

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

  • Blender โ€” GhostSword.blend with the material already wired to the textures

๐Ÿ›  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 โ€” 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).

๐ŸŽƒ Part of the Halloween Weapons series

Candy Corn Sword, Candle Sword and Scarecrow Sword โ€” built to the same scale and standard.

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