Wall Wood Doorway Square Wide: a modular building kit piece (wall with door) for a fantasy medieval setting. From the Kenney Fantasy Town Kit (CC0), low-poly flat-shaded look.
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 triangles46 triangles (at least 1 triangle)
size off target1.000 m longest axis (1 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 0.010 m)
tri budget unreachable46 triangles (budget 20,000)
decimation too lossyno decimation needed (error at most 0.05)
lod missingskipped under 300 triangles (2 levels of detail)
collider missingtrimesh: fill ratio 0.45 under 0.5: a box would be mostly air; the lowest level has 46 triangles (a collider chosen from the fill ratio)
texture over caplargest 512 px (longest side at most 2048 px)
texture missing1 images, all present (every referenced image has data)
pbr base colour rangeluminance 107 to 107 (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 empty24.2% of pixels covered (at least 2% covered)
shading normals broken0.00% of the surface with broken shading (0 sliver triangles ignored) (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 0.010 m of another (1% of the size))
node names lost1 node 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)