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AssetLoom

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Interactive 3D preview (reduced-detail model, 37,972 triangles · 14 × 11 × 3.4 m). The downloadable files are the full-resolution originals.

Description

A bright stylised 3D platformer kit of 36 game-ready pieces on a 1 m grid: grass-capped terrain blocks with dripping edges, floating islands, bridges, moving and falling platforms, hazards, interactives and pickups. Every piece ships with three LODs and convex UCX collision, so a level can be blocked out and played straight away.

What's included (36 pieces, each with LOD0 / LOD1 / LOD2 + collision)

  • Terrain: block_1x1, block_2x2, block_4x2, block_thin_2x1, column (3 m), slope (1 m over 2 m), stone_block, lava_tile (emissive)
  • Platforms: island_large, island_small, cloud, bridge (2 m, chainable), moving_platform (emissive lights), falling_platform (cracked)
  • Props: ladder, fence, signpost, gate, chest, crate
  • Hazards: spikes (1 m tile), spike_ball, saw_blade
  • Interactive: spring, bounce_pad, checkpoint flag, goal_flag, button, lever
  • Pickups: coin, gem_red, gem_green, gem_blue, heart, star, key
  • Formats: GLB, FBX, per-LOD Unreal FBX, OBJ/MTL + Blender source

Specs

  • 1 m grid, real-world-ish scale in metres (blocks 1 x 1 x 1 m, columns 3 m, goal flag 3.4 m)
  • LOD0 30 to 4,048 triangles per piece, 42,916 for the whole kit; LOD1 ~33 %, LOD2 ~7 %
  • 42 convex UCX collision hulls (boxes for blocks, hulls for everything else; usable as pickup triggers)
  • PBR metal/roughness: 17 texture sets at 256 to 1024 px (albedo, normal GL + DX, roughness, metallic, AO, ORM) + emission for lava 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).
Grid: 1 m. Terrain and platforms: pivot at the centre of the walkable top surface (z = 0, body below), so a block placed at height h is walked on at h.
  plt_slope pivots at the top edge centre of its low end and rises 1 m over 2 m along +Y. Props, hazards and interactives: floor, base centre.
  Pickups (coin, gems, heart, star, key) and the spike ball pivot at their centre so they can spin or bob in place; the saw blade pivots at its hub (spin about local Y).
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 = 33 % and LOD2 = 7 % 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 (17): plt_blue, plt_cloud, plt_dark, plt_dirt, plt_gem_blue, plt_gem_green, plt_gem_red, plt_glow, plt_gold, plt_grass, plt_lava, plt_metal, plt_red, plt_stone, plt_white, plt_wood, plt_yellow.
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: plt_glow, plt_lava (emission map + strength set in the materials).

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 36 pieces re-imported from the shipped files: GLB 36/36 and FBX 36/36 with 3 LODs + every UCX hull, Unreal FBX sets 36/36, OBJ 36/36; every PBR map resolved; triangle counts match the build: yes.
  • 0 loose vertices/edges, 0 degenerate faces, 0 open edges, 0 flipped-normal edges across all LODs; 0 floating parts.
  • 42 UCX hulls, all convex and closed.
PieceSize (m)LOD0LOD1LOD2UCX hulls
plt_block_1x11.178 × 1.18 × 11,416448241
plt_block_2x22.176 × 2.182 × 12,616832241
plt_block_4x24.17 × 2.188 × 13,8161,216241
plt_block_thin_2x12.161 × 1.184 × 0.42,016640241
plt_column1.171 × 1.178 × 31,416472241
plt_slope1.06 × 2.06 × 1.98821688241
plt_stone_block1 × 1 × 110844121
plt_lava_tile1 × 1 × 0.910844121
plt_island_large3.449 × 3.318 × 2.11,682374821
plt_island_small1.877 × 1.767 × 1.71,682374821
plt_bridge2.003 × 1.04 × 0.922,2249921681
plt_moving_platform2 × 1.224 × 0.36936344481
plt_falling_platform1 × 1 × 0.35288136481
plt_cloud2.6 × 1.257 × 0.532,5204001801
plt_ladder0.51 × 0.07 × 29723961081
plt_fence2.02 × 0.12 × 0.836756310601
plt_signpost0.799 × 0.164 × 1.3482192602
plt_gate2 × 0.5 × 2.71,6684841204
plt_chest0.8 × 0.542 × 0.5828404041441
plt_crate0.8 × 0.83 × 0.81,6206601561
plt_spikes1 × 1 × 0.3972,380440521
plt_spike_ball1.055 × 1.055 × 1.0552481401401
plt_saw_blade0.991 × 0.3 × 0.9911,8606041321
plt_spring0.84 × 0.84 × 0.644,0481,166801
plt_bounce_pad1.2 × 1.2 × 0.681,2563521161
plt_checkpoint0.853 × 0.436 × 1.797483481122
plt_goal_flag1.378 × 0.436 × 3.3678963881122
plt_button0.8 × 0.8 × 0.16568184401
plt_lever0.59 × 0.3 × 0.742420248681
plt_coin0.5 × 0.06 × 0.55843282001
plt_gem_red0.36 × 0.36 × 0.323030301
plt_gem_green0.36 × 0.36 × 0.323030301
plt_gem_blue0.36 × 0.36 × 0.323030301
plt_heart0.512 × 0.14 × 0.46588404441
plt_star0.527 × 0.12 × 0.502556136361
plt_key0.237 × 0.06 × 0.5691,2924762041

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
4048 tris
Target platform
pc, console, mobile, vr, web

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