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Base Meshes

20 Warrior Armor Base Mesh — VOL 14

asset · Base Meshes
shaded · wire
About this pack

Twenty full warrior armour sets, modelled as base meshes with the ornament already cut in. This is a prototyping library: if a character needs plate and you have to know today whether the design works, take a set, fit it to your figure and judge the silhouette, instead of spending three days building geometry you may throw away. Environment work uses the same files differently — pieces on a stand, on a smithy wall, or scattered across a battlefield.

What you get

  • 20 warrior armour sets as FBX and OBJ
  • Details and ornament modelled in, not painted on
  • Clean, editable topology throughout
  • Polygon counts between 14k and 47k, depending on how detailed a set is
  • 20 preview renders, one for each set

The polygon range is worth reading as a feature. A plain cuirass sits near the bottom of it and a fully engraved parade harness near the top, because the geometry follows the design rather than a fixed budget. That makes the heavier sets a genuine starting point for a highpoly — subdivide, sculpt the damage and the finer chasing, and the ornament is already blocked in underneath — while the lighter ones can go almost straight into a real-time scene.

The topology is quad-based and editable, which is what makes a set usable rather than merely viewable: you can cut a pauldron away, scale a breastplate to a different body, or delete a skirt entirely without the mesh shading incorrectly afterwards. Modelled in 3D-Coat, 3ds Max, Blender, Cinema 4D, Marmoset, Maya, ZBrush and Sculpt+, and released as volume 14 of the base mesh series.

Every purchase includes free lifetime updates and a no-questions-asked 7 day money back guarantee.

Technical specification
Software
3D-Coat, 3ds Max, Blender, Cinema 4D, Marmoset, Maya, ZBrush, Sculpt+
Formats
FBX, OBJ
Files
3 files included
About Base Meshes

A base mesh exists to delete the boring part of the job. Everything in this aisle is at real-world scale with quad-dominant topology, sensible edge flow and no ngons where they would cause shading errors — ready to sculpt over, kitbash from, or take straight to UVs.

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