Hand madeFrom Quaternius Medieval Village MegaKit, 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 triangles114 triangles (at least 1 triangle)
size off target4.137 m longest axis (4.137 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 0.041 m)
tri budget unreachable114 triangles (budget 8,000)
decimation too lossyno decimation needed (error at most 0.05)
lod missingskipped under 300 triangles (2 levels of detail)
collider missingtrimesh: fill ratio 0.00 under 0.5: a box would be mostly air; the lowest level has 114 triangles (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 108 to 108 (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 rangelowest average roughness 0.50 (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 empty30.9% of pixels covered (at least 2% covered)
shading normals brokennothing to check; 100% 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 part32 connected parts, none floating (every part within 0.041 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)