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imaginais

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A member registered Nov 29, 2025 · View creator page →

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Thank you so much for your kind words, and I will change the titles a bit as you suggested. Thank you again for your help.

That's great, my friend! I'll change it or give it that name too, so people can find it. Thank you very much.

It's great that you were able to get it working. It looked good overall when I tested it, like in the picture, but I'm glad you found the solution. I tried looking at it from every angle, but I didn't think it was the textures. Don't worry, I always try to find a solution if something strange happens, but I'm glad you found it, my friend. Good luck with your next game, and thank you very much. I'll try to keep it to just one or two textures so that doesn't happen if you download another new character.

Okay, I changed the FBX files. They're in the same folder without animations, and I tested each one in the engine and it works fine.

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I found the solution. It took me a while to find it, but I managed it, so I'm going to fix each one so that it now works correctly in your engine and you can add animation without problems. Let me know if anything seems off.

Hi, I'm still working on fixing the problem because maybe I don't know how the engine works. But I left you a folder with all the characters and objects without animation so you can animate them yourself. I don't know why it's not accepting animations from this engine yet, and I don't want to delay you, so I'm leaving it like this for you to add the animations you want. Sorry I don't know how to fix it right now.

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I know exactly what the problem is. I made the weapons look right in Unity, and from there I extracted the FBX file, and maybe that's what's causing it to break in Blender, And that's why it doesn't work in your game engine, I think.

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For now, I'll leave the characters without animations so you can create the skeleton or add your own in Blender. The weapons will remain separate for the time being so you can play around with the models until I resolve this issue and they work in your game engine, as they do in Unreal and Unity. I think I know what the problem is with the horse, and I apologize.

But generally it doesn't let you use anything?

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Seriously, my friend, let me take a look. I tested it in Unity and it works, but let me fix it or maybe separate the animations, because I think that’s what’s missing in this package. Which engine are you using exactly so I can look at the problem from there?

Thank you very much, I do what I can.

Yes, it's currently only for Unity. At some point, I'll make a VFX shader for other engines.

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You're right in that area, but it's because, for example, I know English, but not enough for everything I want to write. So what I do is write it all in my native language and ask it to translate it, and then I delete the extra parts. But yes, I'll probably use a regular translator so it doesn't sound like that, because it still sounds like AI, since it changes everything I wrote. Okay, no lore , and thank you very much for your words.

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No, I create my own models, do the animations (some use Mixamo, but I'm switching to a rig I made myself), and I get textures from the internet (faces, clothes, armor,etc.) and sculpt them with the auto-correction brush to adjust them in Photopea to match the UVs I create. From there, sometimes I sculpt the face or combine parts, blend them with the auto-correction brush, and sculpt them. I also use the Multiply, Highlight, and Superset effects within Photopea. But that's basically it.

When I have time I'll add the .blend file; I'll try to do it as quickly as possible.

Oh, I made it so it would only be used from the game engine. I could leave the .blend file in, but that would mean it's on version 4.3.

You can use these models commercially for your project, and credit is appreciated but not required; any contribution is very welcome.

:)

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In short, thank you very much, I didn't know that. I already made a rig and I'll try to change the animations little by little. The other person said it didn't matter much because they don't do anything and most people do it anyway, so I removed it for that very reason, to change everything gradually.

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Yes, of course,  thank you so much friend here is my username: dryh_




Thank you so much, I really appreciate it, my friend. I'll take your advice to improve, and let me know when they're released so I can play them.

Thank you so much, I really do what I can and I'm trying to improve so it doesn't have so many textures inside. Thanks for the advice, I'll follow it haha. And if you use any characters when your project is released, let me know so I can play it.

I don't understand what you mean by IA?. Look, let's talk on Discord, dryh_. And you can't use PayPal? Well, do you have Wise?

Hi! Yes, of course  I’d really appreciate it if you could include my name in the credits. And if you’d like to leave a donation, it’s completely optional but always appreciated. Thank you!

Thank you so much, and don't worry, that's what we're always here for. I try to be attentive to everything, and thank you for letting me know.

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Hi, sorry again for this issue. I've already uploaded the new FBX file with the animations separately for you to download 

Ah, right, I knew I was forgetting something. Thank you so much! I'll try to do it with timestamps now and I'll let you know here when it's ready. And sorry about that.

I've already updated the folder with glb 2.0 if you'd like to download it, and thank you very much for your kind words and sorry for this problem.

The issue doesn’t seem to be Blender, because the model is at scale 1,1,1 and when I test the exact same FBX file in another game engine, it works correctly. So the file itself isn’t broken.

The problem is more related to how Godot handles FBX files internally. FBX is a proprietary format and different engines interpret its unit scale and transform data differently. Unity, for example, automatically compensates for the internal unit scaling (usually applying a hidden 0.01 factor), which is why it looks correct there. Godot, on the other hand, tends to import the raw scale data as-is, which can cause models to appear much bigger or smaller even if everything is correct in Blender.

So it’s not really a Blender issue  it’s more about how Godot interprets FBX files.

If you want to keep using FBX in Godot, we could try:

  • Making sure all transforms are applied before export

  • Verifying Unit Scale is set to 1.0

  • Enabling “Apply Transform” when exporting

  • Adjusting the Import Scale inside Godot and reimporting

However, from what I researched, Godot is actually designed to work best with glTF 2.0 (.glb). It’s the officially recommended format and avoids most of these unit conversion and scaling inconsistencies.

Since there was a recent update and I exported a glTF 2.0 version, that one should behave correctly in Godot.

Sorry for the inconvenience, and thank you very much for pointing it out 

And if anything weird happens or you notice something unusual, just let me know  I really appreciate it a lot 

Sure, I’d love that! If you want, we could talk about it more in depth on Discord. I’ll leave my username here in case that works for you: dryh_

Thank you so much, enjoy it, and more things are coming soon!

Wow, thank you so much for your kind words. I try my best and I would really love to be in the credits. Thank you so much, I'll play it when it comes out.

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Thanks a lot, I’m really glad you like it! 
You’re free to use this asset in personal and commercial projects, including games. Redistribution or reselling of the asset by itself is not allowed. Credit is not required, but always appreciated if you choose to give it. If you’d like to support my work, donations are always welcome  thank you so much!

Hi! Yes, I do commissions 

If you’d like, we can talk more in depth on Discord. You can add me there  my username is dryh_  and we can discuss prices, how many models you need, and the animations as well.

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Thanks bro and Yes, of course! I do commissions  Would you like to talk on Discord so we can go into more detail about the model and how many animations you’d like me to make? That way I can give you an accurate total price.

My Discord username is dryh_  feel free to add me as a friend and we’ll go all in :)

enjoy :)

To be honest, I’m still fairly new to commissions. If that’s okay with you, we could talk on Discord and go over the details or any information you’d like, just so we’re both on the same page. My Discord username is dryh_ Let me know if that works for you!

For a PS2-style humanoid/creature boss, including rigging and 5–6 animations, I usually work with a fixed price of $15 USD.

This includes the full character, textures, rig, and animations.

That said, I’m open to adjusting the price depending on your budget  feel free to let me know how much you’d be comfortable paying, and we can see what works  :)

If you have any references or examples, you can share them too!

enjoy :)