Hand madeFrom Kenney Fantasy Town Kit, a free CC0 pack made without generative AI. Talos Engine checked it with the engine's gate and published it here.
Asset gate: the engine's own report, passed
glb unreadablereadable GLB (a self-contained binary GLB)
no triangles1,628 triangles (at least 1 triangle)
size off target2.000 m longest axis (2 m within 5%)
pivot not base centremin y -0.0000 m, x/z centre (0.000, 0.000) m (min y within 1 mm of 0, x/z centre within 0.020 m)
tri budget unreachable1,628 triangles (budget 6,000)
decimation too lossyno decimation needed (error at most 0.05)
lod missingLOD0 1,628, LOD1 1,557, LOD2 1,521 (each level has fewer triangles than the one above)
collider missinghulls: fill ratio 0.34 under 0.5 and the lowest level has 1521 triangles, over the trimesh limit 1500 (a collider chosen from the fill ratio)
texture over caplargest 512 px (longest side at most 1024 px)
texture missing1 images, all present (every referenced image has data)
pbr base colour rangeluminance 107 to 202 (average luminance 30 to 240)
pbr metallic rangemetallic reads as 0 or 1 (factor in [0, 1], at most 30% of texels between 64 and 191)
pbr roughness rangeroughness left at the default (factor in [0, 1], average at least 0.05)
pbr normal map invalidnormal maps average to flat (average red and green within 32 of 128, blue at least 192)
thumbnail empty31.0% of pixels covered (at least 2% covered)
shading normals broken0.00% of the surface with broken shading (1 sliver triangles ignored); 13% of the surface left out (alpha mask or blend: foliage cards and decals shade by their own rules) (at most 2% of the surface (and of triangles with zero or NaN normals) with broken shading)
floating part3 connected parts, none floating (every part within 0.020 m of another (1% of the size))
node names lost2 nodes kept (every input mesh node name present in the output)
uv distortionnot decimated (at most 5% of the surface with a base colour more than 40 levels off the master's)