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Interactive 3D preview (reduced-detail model, 12,668 triangles · 39 × 22 × 13 m). The downloadable files are the full-resolution originals.

Description

A stylised asteroids and space station exterior kit of 20 pieces: eight faceted asteroids from 0.8 m pebbles to a 14 m rock (grey rock with iron veins, iron-rich and icy variants), a glowing crystal cluster, a debris field, and modular station exterior parts that dock port to port: habitat module with lit windows, six-port node hub, chainable 4 m truss, solar wings, radiator, docking port, airlock, comms dish, insulated fuel tank and nav beacon. Every piece has three LODs and convex UCX collision.

What's included (20 pieces, each with LOD0 / LOD1 / LOD2 + collision)

  • Asteroids: asteroid_huge (14 m), asteroid_large_a/b, asteroid_medium_a/b, asteroid_small, asteroid_iron, asteroid_ice, crystal_cluster (emissive), rubble_field
  • Station modules: habitat_module (6 m, lit windows), node_hub (6 ports), docking_port, airlock, fuel_tank
  • Structure and systems: truss_4m (chainable), solar_array (8 m wing), radiator, antenna_dish, beacon (emissive)
  • Formats: GLB, FBX, per-LOD Unreal FBX, OBJ/MTL + Blender source

Specs

  • Real-world scale in metres (habitat 6 x 3 m, solar wing 8 x 2.4 m, asteroids 0.8 to 14 m)
  • LOD0 144 to 2,328 triangles per piece, 12,668 for the whole kit; LOD1 ~42 %, LOD2 ~18 %
  • 35 convex UCX hulls (per rock chunk on the big asteroids and the debris field)
  • PBR metal/roughness: 12 texture sets at 256 to 1024 px (albedo, normal GL + DX, roughness, metallic, AO, ORM) + emission for crystals, windows and lights
  • All textures and meshes made procedurally by AssetLoom (no scans, no third-party content)

Conventions

Units: metres, real-world scale. Z-up in the .blend; GLB/FBX/OBJ exported Y-up (glTF convention).
Everything floats, so pivots are at the geometric centre, except where a mounting point is more useful:
  stn_docking_port and stn_airlock: port face centre (x = 0), body toward +X. stn_solar_array and stn_radiator: mast root, panel along +X.
  stn_antenna_dish and stn_beacon: mast base, mast along +Z. Port rings: habitat ends at x = +/-3.0 m, node hub ports at 2.0 m from its centre.
  Truss: 4 m along X (ends at +/-2.0 m), 0.8 m square section. Example: node at 0, habitats at x = +/-5 m, airlock at +8 m, docking port at -8 m.
Hierarchy per piece: empty root <name> (the pivot) -> <name>_LOD0, <name>_LOD1, <name>_LOD2 and UCX_<name>_NN convex collision hulls (identity transforms).
LODs: LOD1 = 42 % and LOD2 = 18 % of the LOD0 triangles (fewer segments and bevels, small details removed); same materials.
Collision: UCX_ hulls are convex and closed (Unreal simple collision naming); the GLBs name them UCX_<name>_NN-convcolonly for Godot.
Normals: smooth groups split by angle + area-weighted custom normals (exported). Meshes are triangulated.
UVs: world-scale projections per part (planar, cylindrical or triplanar) with tiling PBR textures; no lightmap UV2 (let the engine generate one).
Materials (12): ast_crystal, ast_ice, ast_iron, ast_rock, stn_foil, stn_hull, stn_hull_dark, stn_light, stn_metal, stn_orange, stn_solar, stn_window.
Textures: <set>_albedo, _normal-gl (OpenGL: Unity, Godot, Blender), _normal-dx (DirectX: Unreal), _roughness, _metallic, _ao,
  _orm (R = AO, G = roughness, B = metallic), _emission. GLBs embed JPEG copies; FBX/OBJ reference ../textures/.
Emissive: ast_crystal, stn_light, stn_window (emission map + strength set in the materials).
ast_rubble_field is intentionally a cluster of separate, free-floating rocks (they report as floating parts in the mesh check).
Asteroid LOD1/LOD2 are collapse-decimated copies with re-projected triplanar UVs; station parts use parametric LODs (fewer segments, details removed).

Engine notes

  • Unity (URP/HDRP/Built-in): import fbx/ + textures/. The _LOD0/_LOD1/LOD2 children build an LOD Group automatically. UCX meshes import as plain meshes:
  • select them, remove the Mesh Renderer and add a Mesh Collider (Convex), or delete them and use primitive colliders. Set _normal-gl maps to Normal Map.
  • Unreal Engine 5: import unreal/.fbx (mesh + UCX__NN hulls become its simple collision automatically; keep "Combine Meshes" on).
  • Then Static Mesh Editor > LOD Settings > LOD Import > Import LOD Level 1/2 with unreal/_LOD1.fbx and _LOD2.fbx. Use _normal-dx and _orm.
  • Godot 4: import glb/. Nodes ending in -convcolonly become StaticBody3D convex collision shapes; hide or delete the _LOD1/_LOD2 nodes
  • (Godot generates its own mesh LODs) or drive them with visibility ranges.
  • Blender: open the .blend (LOD1/LOD2 and UCX objects are hidden children of each piece) or import any GLB/FBX/OBJ. OBJ files contain LOD0 only.

Headless Blender check

  • All 20 pieces re-imported from the shipped files: GLB 20/20 and FBX 20/20 with 3 LODs + every UCX hull, Unreal FBX sets 20/20, OBJ 20/20; every PBR map resolved; triangle counts match the build: no.
  • 0 loose vertices/edges, 0 degenerate faces, 0 open edges, 0 flipped-normal edges across all LODs; 8 floating parts.
  • 35 UCX hulls, all convex and closed.
PieceSize (m)LOD0LOD1LOD2UCX hulls
ast_asteroid_huge14.208 × 13.109 × 12.783650292964
ast_asteroid_large_a5.677 × 4.836 × 5.003562252843
ast_asteroid_large_b5.19 × 4.429 × 3.731328146482
ast_asteroid_medium_a2.372 × 1.962 × 1.794358160521
ast_asteroid_medium_b1.969 × 1.732 × 1.641250112361
ast_asteroid_small0.86 × 0.807 × 0.704274122401
ast_asteroid_iron3.202 × 2.783 × 2.461360162541
ast_asteroid_ice3.616 × 3.454 × 2.864366164541
ast_crystal_cluster1.975 × 1.816 × 1.8223001781181
ast_rubble_field4.09 × 4.223 × 2.3222321043410
stn_habitat_module6 × 3.12 × 3.372,3286002361
stn_node_hub4 × 4 × 42,1128002881
stn_truss_4m4.056 × 0.87 × 0.876404802881
stn_solar_array9.25 × 2.5 × 0.3196148881
stn_radiator4.8 × 1.6 × 0.157144128321
stn_docking_port2.15 × 2.2 × 2.25362961041
stn_airlock2.58 × 2.2 × 2.25002601041
stn_antenna_dish2.4 × 1.276 × 3.1527283522321
stn_fuel_tank3.735 × 1.48 × 1.481,4684361721
stn_beacon0.5 × 0.5 × 3.073361241161

Technical details

Formats
GLB, FBX, OBJ, BLEND, PNG
Software
Blender, Unity, Unreal Engine, Godot
Provenance
Procedural
AI training
prohibited
Engine
unity, unreal-engine, godot
Engine version
Any (GLB/FBX/OBJ); re-import tested headless in Blender 5.2.1
Render pipeline
built-in, urp, hdrp, lumen-nanite, forward, deferred
LODs included
Yes
Collision meshes
Yes
Polygon budget
2328 tris
Target platform
pc, console, mobile, vr, web

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