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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).
| Piece | Size (m) | Triangles |
|---|---|---|
wpn_longsword | 0.223 × 0.05 × 1.191 | 882 |
wpn_shortsword | 0.1 × 0.059 × 0.73 | 526 |
wpn_dagger | 0.103 × 0.034 × 0.373 | 854 |
wpn_falchion | 0.142 × 0.042 × 0.932 | 838 |
wpn_battle_axe | 0.512 × 0.065 × 1.042 | 796 |
wpn_hand_axe | 0.219 × 0.049 × 0.495 | 444 |
wpn_war_hammer | 0.28 × 0.08 × 0.885 | 464 |
wpn_mace | 0.116 × 0.119 × 0.655 | 884 |
wpn_spear | 0.07 × 0.038 × 2.28 | 570 |
wpn_halberd | 0.437 × 0.07 × 2.37 | 1,060 |
wpn_bow | 0.204 × 0.038 × 1.644 | 388 |
wpn_arrow | 0.029 × 0.032 × 0.78 | 240 |
wpn_quiver | 0.147 × 0.128 × 0.7 | 964 |
wpn_round_shield | 0.781 × 0.131 × 0.781 | 3,420 |
wpn_heater_shield | 0.573 × 0.059 × 0.774 | 1,368 |
wpn_buckler | 0.348 × 0.099 × 0.348 | 412 |
wpn_staff | 0.087 × 0.069 × 2.156 | 840 |
wpn_torch | 0.072 × 0.068 × 0.54 | 384 |
wpn_lantern | 0.152 × 0.152 × 0.358 | 1,216 |
wpn_pickaxe | 0.54 × 0.056 × 0.83 | 356 |
wpn_shovel | 0.22 × 0.06 × 1.6 | 784 |
wpn_smith_hammer | 0.175 × 0.052 × 0.372 | 220 |
wpn_wood_axe | 0.259 × 0.044 × 0.95 | 536 |
wpn_pitchfork | 0.209 × 0.062 × 1.85 | 532 |
wpn_sickle | 0.288 × 0.036 × 0.295 | 204 |
wpn_tongs | 0.041 × 0.03 × 0.451 | 484 |
wpn_anvil | 0.61 × 0.5 × 0.775 | 554 |
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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