3D model
Training Golem
Rigged · 6 animations · 6 PBR textures
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The model of Training Golem.
Animations
Idle, Walk, Attack, Hit, Stagger, Death: skeleton-only clips that play on the rigged mesh.
Textures

TrainingGolem_BaseColor.png 5.7 MB
TrainingGolem_Emission.png 11 KB
TrainingGolem_Metallic.png 93 KB
TrainingGolem_MetallicSmoothness.png 2.9 MB
TrainingGolem_Normal.png 6.2 MB
TrainingGolem_Roughness.png 1.7 MBRenders
Concept art it was built from

Prompt
3D game character model reference, the Training Golem, a sturdy practice golem built from pale carved stone blocks and wooden training-dummy planks bound with iron bands and rope, one glowing white-gold mirrored glyph carved on its chest, chunky top-heavy proportions, huge fists, short thick legs, small head, full body, straight front view, symmetrical standing pose with arms slightly away from the body, centered, whole figure in frame, plain flat white background, no ground shadow, stylized hand-painted game asset, soft even lighting --ar 1:1 --sref https://cdn.midjourney.com/e1cbf51f-e14d-47a5-878b-299fa466e41a/0_1.png`, --sw 40
Midjourney job 7d0c078d-63f0-4756-91a5-82d2b31d1bc0 / 3, 0

Prompt
3D game character model reference, the Training Golem, a sturdy practice golem built from pale carved stone blocks and wooden training-dummy planks bound with iron bands and rope, one glowing white-gold mirrored glyph carved on its chest, chunky top-heavy proportions, huge fists, short thick legs, small head, full body, straight front view, symmetrical standing pose with arms slightly away from the body, centered, whole figure in frame, plain flat white background, no ground shadow, stylized hand-painted game asset, soft even lighting --ar 1:1 --sref https://cdn.midjourney.com/e1cbf51f-e14d-47a5-878b-299fa466e41a/0_1.png`, --sw 40
Midjourney job 7d0c078d-63f0-4756-91a5-82d2b31d1bc0 / 3, 0

Prompt
3D game creature concept for a mobile fantasy RPG, the Training Golem, a sturdy practice golem built from pale carved stone blocks and wooden training-dummy planks bound with iron bands and rope, one glowing mirrored glyph carved on its chest, chunky top-heavy proportions, huge fists, short thick legs, small head, full body, front three-quarter view, standing idle pose, centered, plain light grey background, stylized hand-painted 3D JRPG game art, soft cel shading, clean readable silhouette --ar 1:1 --sref https://cdn.midjourney.com/e1cbf51f-e14d-47a5-878b-299fa466e41a/0_1.png`,
Midjourney job 937a7353-1f41-4ada-960e-63bd19514b42 / 2
How it was made
Built through the Meshy REST API (the key lives in ~/.secrets/velan_meshy_api_key, never in the repo). Total cost: 68 credits.

1. Image to 3D (30 credits)
Input: Concepts/training-golem/golem-front-meshy-input.png, sent as a base64 data URI.
POST https://api.meshy.ai/openapi/v1/image-to-3d
{
"image_url": "data:image/png;base64,…",
"ai_model": "latest",
"should_remesh": true,
"topology": "triangle",
"target_polycount": 15000,
"should_texture": true,
"enable_pbr": true,
"texture_resolution": "2k",
"target_formats": ["glb", "fbx"]
}
Task 01a19b3f-5bf3-75a4-91c1-bf35dafcb1f2. Result: one mesh, 15,435 triangles, 30,744 vertices, one material with a 2K PBR set (base colour, metallic, roughness, normal; Meshy's current model has no emission map, so the chest glyph's glow has to come from an emissive mask or a light in Unity).
2. Rigging (5 credits)
POST https://api.meshy.ai/openapi/v1/rigging
{ "input_task_id": "01a19b3f-5bf3-75a4-91c1-bf35dafcb1f2", "height_meters": 2.4 }
Task 01a19b47-70e7-7708-8cc7-7f982c6a4151. A 24-bone humanoid skeleton (Hips, Spine/Spine01/Spine02, neck, Head, shoulders, arms, forearms, hands, legs, feet, toes). Mixamo's auto-rigger was tried first and failed on this body: the head sits inside the shoulders with no neck, which its humanoid fitter can't place.
3. Animations (3 credits each)
POST https://api.meshy.ai/openapi/v1/animations
{ "rig_task_id": "01a19b47-70e7-7708-8cc7-7f982c6a4151", "action_id": <id>,
"post_process": { "operation_type": "extract_armature" } }
extract_armature returns skeleton and motion only (~200 KB) instead of re-embedding the 14 MB mesh in every clip. The files follow Unity's Model@Clip.fbx naming.
| Clip | Meshy library action | Frames (30 fps) | Battle use |
|---|---|---|---|
TrainingGolem@Idle.fbx | 0 Idle | 2–122 | waiting |
TrainingGolem@Attack.fbx | 214 Punch Forward with Both Fists | 2–106 | its attack |
TrainingGolem@Hit.fbx | 178 Hit Reaction | 2–51 | Coil, Gale hits |
TrainingGolem@Stagger.fbx | 113 Mummy Stagger | 2–147 | Repel's 2.5 s stagger |
TrainingGolem@Death.fbx | 8 Dead | 2–91 | defeat |
TrainingGolem@Walk.fbx | 119 Slow Orc Walk | 2–167 | approach, overworld |

The preview above is a Blender render of each clip applied to the rigged mesh (a mid-clip frame each), as a check that the skin deforms cleanly.
Files
Assets/Art/Models/TrainingGolem/TrainingGolem.fbx: the rigged character (mesh, skeleton, embedded textures).Assets/Art/Models/TrainingGolem/Animations/TrainingGolem@<Clip>.fbx: the six clips, skeleton only.Assets/Art/Models/TrainingGolem/Textures/: the 2K PBR maps as separate files. URP Lit wants smoothness, not roughness, so invertTrainingGolem_Roughness.png(or pack it into the metallic map's alpha) when building the material.Art/Models/TrainingGolem/TrainingGolem_static.glb: the unrigged Image to 3D result, kept as the source mesh.
Not done here (left for the Unity side): .meta files and import settings (Unity creates them on first import; set the rig to Generic or Humanoid and point every clip at TrainingGolem.fbx's avatar), the URP material, and the emissive chest glyph.
From Art/README.md
Files
Copied from Assets/Art/Models/TrainingGolem and Art/Models/TrainingGolem. Unity assets beside it: TrainingGolem.controller, TrainingGolem.prefab.