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

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๐Ÿฆด Bone Sword โ€” Stylized Halloween Weapon

An undead hero sword for your Halloween event, lich boss or seasonal skin. Carved entirely from bone: a skull guard with glowing eyes between two bone axe-wings, a spiked bone blade with a green soul-fire channel, a segmented vertebra grip and an emerald pommel gem 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 skull's eyes and the emerald pulse, and green soul-fire drifts along the channel inside the blade.

  • 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_BoneSword 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: 14,388 (LOD0) ยท 7,194 ยท 3,596 ยท 1,726 โ€” 4 LODs

  • Size: 113.5 cm long, 22.3 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_BoneSword, M_BoneSword, MI_BoneSword, BP_BoneSword, textures, L_BoneSword_Showcase and L_BoneSword_Demo maps

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

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

  • Blender โ€” BoneSword.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

Spider Sword, Cat Sword and Lantern Sword โ€” built to the same scale and standard.

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