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Medios 1 para el artículo Vermilion Phantom - Stylized Low-Poly / Mid-Poly Mecha Asset (Rigged)
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Descripción

Vermilion Phantom is a mid-poly, hard-surface mecha model engineered specifically for modern game engines like Unreal Engine, Unity, and Godot.

Built with an ultra-efficient Gradient Palette Workflow, this asset delivers stunning stylized visuals while keeping texture memory footprints near zero.

- Key Features & Technical Highlights
  • Game-Ready & Rigged: Comes with a clean, fully functional armature/skeleton structure ready for custom posing, rigging integration, or animation pipelines.

  • Instant Color Customization (Overlapping UVs): Built using an overlapping UV mapping technique paired with a single gradient palette texture. Effortlessly re-color the entire mecha in seconds by shifting UV coordinates or swapping palettes.

  • 3-Slot Material Organization: Cleanly divided material slots (M_Mecha_MainArmor, M_Mechanical_Dark, and M_Mecha_Emission) offer granular shader control for glows, metallic finishes, or custom game-engine shaders.

  • Highly Optimized Topology: Balanced mid-poly mesh designed to run smoothly in real-time environments without sacrificing hard-surface detail.

- Technical Specifications
  • Model Name: Vermilion Phantom

  • Triangle Count: 68,422 Triangles

  • Polygon / Face Count: 34,792 Faces

  • Textures: 1xGradient Color Palette (T_Mecha_ColorPalette.png - 512x512 resolution)

  • Material Slots: 3 Slots (M_Mecha_MainArmor, M_Mechanical_Dark, M_Mecha_Emission)

  • Rigging: Fully Rigged (Armature included)

  • Available File Formats: .blend (Native Blender File), .fbx (Engine-Ready Exchange Format)

- Package Contents
  • Vermilion_Phantom.blend: Complete source file with rig, materials, lighting setup, and preview scene.

  • Vermilion_Phantom.fbx: Standardized exported FBX mesh with skeleton for seamless drag-and-drop import into Unreal Engine / Unity.

  • T_Mecha_ColorPalette.png: Lightweight 512x512 gradient palette texture map.

  • Guides/ Folder: Step-by-step visual documentation for fast UV color customization.

- Color Customization Workflow

Method 1: Blender Setup (Recommended)

  1. Open .blend file and select the Mecha mesh in Edit Mode.

  2. Choose the target Material Slot (M_Mecha_MainArmor, M_Mechanical_Dark, or M_Mecha_Emission).

  3. Select corresponding UV islands in the UV Editor and press G (Grab) to slide them to a different color column on T_Mecha_ColorPalette.

Method 2: In-Engine UV Offset & Palette Swapping (Unreal / Unity / Godot)

  • UV Offset: Adjust the UV Tiling/Offset parameters inside your Material Instance / Shader Graph to shift base coordinates onto different color bands dynamically.

  • Texture Swapping: Swap out T_Mecha_ColorPalette.png with your own custom gradient palette map using the same column layout to instantly match your game’s color scheme.

- License & Terms of Use
  • Creator: IGANIX_ART

  • Commercial & Personal License: Royalty-Free license for use in commercial games, personal games, animations, renders, and interactive media.

  • Usage Rights: Permitted to modify, re-texture, adapt, or integrate the model into any game engine project.

  • Restrictions: Reselling, redistributing, or re-uploading the source files, raw model, or modified mesh as a standalone asset on any marketplace or file-sharing site is strictly prohibited.

  • Attribution: Credit to IGANIX_ART is welcomed but not mandatory.

Formatos incluidos