Vent Stalker
A six-legged alien rigged for a game, now coated in wet mucus. It scuttles up close, runs across the floor, up the wall and along the ceiling of a maintenance shaft, drops off the ceiling in the dark, then lunges belly-first at the lens.
Animation clips
Alien_Alert2.8 sLoops. Rears up and twitches.Alien_Scuttle_InPlace0.7 sLoops. Alternating tripod gait.Alien_Scuttle_Forward0.7 sRoot motion on the floor.Alien_Wall_Run0.7 sRoot motion up a vertical wall.Alien_Ceiling_Run0.7 sRoot motion upside down.Alien_Surface_Traversal9.7 sOne shot through the 1.8 m rounded shaft shown above.Alien_Ceiling_Drop1.17 sFollows the shaft run. Lets go, rolls upright and turns in a 0.41 s fall, then absorbs the landing.Alien_Pounce1.52 sCrouch, then a 1.2 m leap with claws raised, and a landing.Alien_Leap_Attack0.87 sFast lunge at head height. Pitches up so the belly and spread legs hit first, then clamps on.
Slime coat
About 42% of the skin is covered in glossy mucus: sheets, vertical drips, beaded droplets and olive pools in the joints. The dry skin between them is rough: pitted, grained chitin plates and pale flesh with folds, raised veins and pores. Where slime sits, it smooths that relief into a glossy film. It's baked into three 2048 px maps plus a clearcoat, so it travels with the game file.
Legs move in alternating tripods, so three feet are always planted. Planted feet slip less than 0.001 mm across every clip.
Swarm benchmark
Up to 4,000 instanced, vertex-animated Vent Stalkers against one rig per alien, measured live in three.js on your device. Open the swarm benchmark.
Or step into the corridor: 700 of them pour out of the dark, climb the walls and ceiling, and come for you. Enter the corridor (sound on).