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Interactive 3D preview (reduced-detail model, 20,220 triangles · 2.8 × 1.3 × 2.4 m). The downloadable files are the full-resolution originals.

Description

A stylised medieval arsenal and toolset of 27 models for RPGs, fantasy scenes and props: blades with lofted diamond cross-sections, bearded axes, polearms, a bow with string, three shields, a wizard staff with a glowing crystal, a lit torch and lantern, and the village blacksmith's tools down to the anvil. Hand-held items pivot at the grip, ready to parent to a hand socket.

What's included (27 pieces)

  • Swords and knives: longsword, shortsword, dagger, falchion
  • Axes, maces, polearms: battle_axe (double bit), hand_axe, war_hammer, mace (flanged), spear, halberd
  • Ranged: bow (with string), arrow, quiver (with arrows)
  • Shields: round_shield (planks, iron boss), heater_shield (painted), buckler
  • Magic and light: staff (glowing crystal), torch (emissive flame), lantern (candle)
  • Tools: pickaxe, shovel, smith_hammer, wood_axe, pitchfork, sickle, tongs, anvil (on a stump)
  • Formats: GLB, FBX, OBJ/MTL (one file per piece) + Blender source

Specs

  • Real-world scale in metres (longsword 1.19 m, spear 2.28 m, round shield 0.78 m)
  • 204 to 3,420 triangles per model, 20,220 for the whole set (listed polygon count): light enough for RPG inventories and crowds
  • PBR metal/roughness: 13 texture sets (albedo, normal GL + DX, roughness, metallic, AO, ORM) at 256 to 1024 px; crystal and flames ship an emission map
  • World-scale UVs: wood grain runs along every haft, blades use axis-aligned projections
  • 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).
Hand-held pieces: pivot at the main grip (where the hand closes), business end along +Z in Blender (+Y in glTF), blade flat in the XZ plane.
  Shields pivot at the centre of the back handle and face -Y; the lantern pivots at the top of its carry ring.
  wpn_quiver and wpn_anvil are floor props: pivot on the floor at the base centre.
One mesh object per piece, triangulated, smooth shading with hard edges and area-weighted custom normals where useful (normals exported).
UVs: world-scale projections per part (planar, cylindrical or swept along the part) so tiling PBR textures keep a constant texel density.
  Screens and labels use fitted 0-1 UVs. No lightmap UV2: let Unity/Unreal generate one if you bake lighting.
Materials (13): wpn_ash, wpn_brass, wpn_cloth, wpn_crystal, wpn_flame, wpn_iron, wpn_leather, wpn_leather_red, wpn_oak_dark, wpn_paint_blue, wpn_paint_red, wpn_planks, wpn_steel.
Textures: <set>_albedo, _normal-gl (OpenGL: Blender, Unity, Godot), _normal-dx (DirectX: Unreal), _roughness, _metallic, _ao,
  _orm (R = AO, G = roughness, B = metallic), _emission. GLBs embed JPEG copies; FBX/OBJ reference ../textures/.
Emissive: wpn_crystal, wpn_flame (emission map + strength set in the materials).

Engine notes

  • Blender: open the .blend (textures resolve from textures/) or import any GLB/FBX/OBJ.
  • Unity (URP/HDRP/Built-in): import the FBX files plus the textures folder; set the _normal-gl maps to Normal Map. Metallic smoothness: use _metallic and invert _roughness, or use the GLB with glTFast.
  • Unreal Engine 5: import the FBX files; use _normal-dx for normals and _orm (R = AO, G = roughness, B = metallic) packed into one texture.
  • Godot 4: drop the GLB files into the project; materials, normal maps and AO come through automatically.
  • Other DCCs (Maya, 3ds Max, Cinema 4D, Houdini): FBX or OBJ + MTL with the PNG maps.

Headless Blender check

  • All 27 pieces re-imported from the shipped GLB, FBX and OBJ files with every PBR map resolved (27/27, 27/27, 27/27); triangle counts identical across formats: yes.
  • 0 loose vertices/edges, 0 degenerate faces, 0 open edges, 0 flipped-normal edges; 0 floating parts (every part touches its neighbours or the resting surface).
  • No coplanar overlapping faces between parts (no z-fighting).
PieceSize (m)Triangles
wpn_longsword0.223 × 0.05 × 1.191882
wpn_shortsword0.1 × 0.059 × 0.73526
wpn_dagger0.103 × 0.034 × 0.373854
wpn_falchion0.142 × 0.042 × 0.932838
wpn_battle_axe0.512 × 0.065 × 1.042796
wpn_hand_axe0.219 × 0.049 × 0.495444
wpn_war_hammer0.28 × 0.08 × 0.885464
wpn_mace0.116 × 0.119 × 0.655884
wpn_spear0.07 × 0.038 × 2.28570
wpn_halberd0.437 × 0.07 × 2.371,060
wpn_bow0.204 × 0.038 × 1.644388
wpn_arrow0.029 × 0.032 × 0.78240
wpn_quiver0.147 × 0.128 × 0.7964
wpn_round_shield0.781 × 0.131 × 0.7813,420
wpn_heater_shield0.573 × 0.059 × 0.7741,368
wpn_buckler0.348 × 0.099 × 0.348412
wpn_staff0.087 × 0.069 × 2.156840
wpn_torch0.072 × 0.068 × 0.54384
wpn_lantern0.152 × 0.152 × 0.3581,216
wpn_pickaxe0.54 × 0.056 × 0.83356
wpn_shovel0.22 × 0.06 × 1.6784
wpn_smith_hammer0.175 × 0.052 × 0.372220
wpn_wood_axe0.259 × 0.044 × 0.95536
wpn_pitchfork0.209 × 0.062 × 1.85532
wpn_sickle0.288 × 0.036 × 0.295204
wpn_tongs0.041 × 0.03 × 0.451484
wpn_anvil0.61 × 0.5 × 0.775554

Technical details

Formats
GLB, FBX, OBJ, BLEND, PNG
Software
Blender, Unity, Unreal Engine, Godot, Maya, Cinema 4D
Provenance
Procedural
AI training
prohibited
Polygon count
20220 tris
Rigged
No
Animated
No
PBR materials
Yes
Texture resolution
1k
UV unwrapped
Yes
Units
m

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