Model requests
Every 3D model Zoen still needs, in roadmap order (the Dune Beetle first). The owner makes each one by hand in the Tripo website from its views and prompt and saves the GLB in the inbox; the agents check it, then polish and rig it in Blender.
How to make a model
- Open the request. It names the model id (
MDL-<KIND>-<name>, e.g.MDL-MON-duneplate_beetle), its use, the reference views inart/3d/requests/<id>/(front.png,side.png,back.pngcut from the accepted turnaround bypython3 tools/model-views.py; the monster sheet ART-MON-053 hastop.pnginstead of a back view), plusprompt.txt, and its polygon budget. The list ispackages/game-data/data/model-requests.json, generated byscripts/gen-model-requests.mjsinpnpm data:buildand ordered by roadmap need (the Dune Beetle first). A request without views waits for its 2D turnaround (ART-3D-*in the art queue) and showsviews-missing. - In the Tripo website, use image-to-3D with the views (multi-view if your plan offers it, otherwise
front.png) and the request's prompt. Texture on (PBR). Auto-rig off, no animation, no pose change. If the site offers a face limit or low-poly option, use the request's budget; otherwise export as is and the agents retopologise. - Export GLB and save it as
art/3d/inbox/<id>.glb(exact id, lower case after the prefix). Keep a second attempt as<id>.v2.glb; the highest version is used. The inbox GLBs are git-ignored (raw exports are 4–20 MB each): their provenance is the sha256 inmodel-delivered.json, and polished models live underart/source/3d/**. - Nothing else: agents run
node tools/model-inbox.mjsat the start of each art or content task. It reads the inbox (never changes it), checks the id, triangles against the budget, size, UVs (TEXCOORD_0), embedded textures and that there is no skeleton or animation, and writesdeliveredorrejectedwith what to change intomodel-delivered.json(merged into the request log). Over the budget a model is delivered with a needs retopo note; only above 25 × the budget (at least 250k triangles, proposed inmodel-requests.manual.json) is it rejected. Agents then polish and rig delivered models in Blender.
Player bodies, weapons and simple props are made in Blender and normally have no request. Requests cover monsters, elites, bosses, mounts, armour and clothing pieces and set-piece props.
These steps are the section Current mode: by hand from the model request log (ADR-033) of docs/production/TRIPO_PIPELINE.md: edit the doc, not this page.
node tools/model-inbox.mjs (add --dry-run to only look). It records each inbox model as delivered or rejected in model-delivered.json and regenerates model-requests.json; this page shows the result after the next wiki build.Requests
MDL-MON-duneplate_beetle


- Needed by
- M2-06: Hit reactions: flinch_light/heavy, stagger, knockback on Dune Beetle placeholder (insectoid set)
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-duneplate_beetle.glb
Duneplate Beetle: a medium arthropod beetle monster of Old Orchard (level 7, carapace surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-ARM-gate_helm

Views missing → ART-3D-ARM-gate_helm Waiting for the 2D turnaround ART-3D-ARM-gate_helm (art request queue).
- Needed by
- M3: Modular slots: helmet/body/gloves/boots + costume override; hide covered submeshes
- Set
- Bronze plate T5 · helmet · T5
- Budget
- 2,000 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 2,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-gate_helm.glb
Gate Helm: the helmet of the Bronze plate T5 set — lamellar bronze plates over quilted cloth, humble, rough-forged starter quality. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-wall_guard_lamellar

Views missing → ART-3D-ARM-wall_guard_lamellar Waiting for the 2D turnaround ART-3D-ARM-wall_guard_lamellar (art request queue).
- Needed by
- M3: Modular slots: helmet/body/gloves/boots + costume override; hide covered submeshes
- Set
- Bronze plate T5 · armour · T5
- Budget
- 6,000 triangles (proposed) · size 0.5–1 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 6,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-wall_guard_lamellar.glb
Wall-guard Lamellar: the armour of the Bronze plate T5 set — lamellar bronze plates over quilted cloth, humble, rough-forged starter quality. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.5–1 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-gate_gauntlets

Views missing → ART-3D-ARM-gate_gauntlets Waiting for the 2D turnaround ART-3D-ARM-gate_gauntlets (art request queue).
- Needed by
- M3: Modular slots: helmet/body/gloves/boots + costume override; hide covered submeshes
- Set
- Bronze plate T5 · gloves · T5
- Budget
- 1,500 triangles (proposed) · size 0.15–0.4 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-gate_gauntlets.glb
Gate Gauntlets: the gloves of the Bronze plate T5 set — lamellar bronze plates over quilted cloth, humble, rough-forged starter quality. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.15–0.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-gate_greaves

Views missing → ART-3D-ARM-gate_greaves Waiting for the 2D turnaround ART-3D-ARM-gate_greaves (art request queue).
- Needed by
- M3: Modular slots: helmet/body/gloves/boots + costume override; hide covered submeshes
- Set
- Bronze plate T5 · boots · T5
- Budget
- 1,500 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-gate_greaves.glb
Gate Greaves: the boots of the Bronze plate T5 set — lamellar bronze plates over quilted cloth, humble, rough-forged starter quality. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-scout_hood

Views missing → ART-3D-ARM-scout_hood Waiting for the 2D turnaround ART-3D-ARM-scout_hood (art request queue).
- Needed by
- M3: Modular slots: helmet/body/gloves/boots + costume override; hide covered submeshes
- Set
- Trail leather T5 · helmet · T5
- Budget
- 2,000 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 2,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-scout_hood.glb
Scout Hood: the helmet of the Trail leather T5 set — fitted quilted leather with brass studs and sand-green wraps, humble, rough-forged starter quality. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-scout_armour

Views missing → ART-3D-ARM-scout_armour Waiting for the 2D turnaround ART-3D-ARM-scout_armour (art request queue).
- Needed by
- M3: Modular slots: helmet/body/gloves/boots + costume override; hide covered submeshes
- Set
- Trail leather T5 · armour · T5
- Budget
- 6,000 triangles (proposed) · size 0.5–1 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 6,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-scout_armour.glb
Scout Armour: the armour of the Trail leather T5 set — fitted quilted leather with brass studs and sand-green wraps, humble, rough-forged starter quality. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.5–1 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-wayworn_gloves

Views missing → ART-3D-ARM-wayworn_gloves Waiting for the 2D turnaround ART-3D-ARM-wayworn_gloves (art request queue).
- Needed by
- M3: Modular slots: helmet/body/gloves/boots + costume override; hide covered submeshes
- Set
- Trail leather T5 · gloves · T5
- Budget
- 1,500 triangles (proposed) · size 0.15–0.4 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-wayworn_gloves.glb
Wayworn Gloves: the gloves of the Trail leather T5 set — fitted quilted leather with brass studs and sand-green wraps, humble, rough-forged starter quality. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.15–0.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-wayworn_boots

Views missing → ART-3D-ARM-wayworn_boots Waiting for the 2D turnaround ART-3D-ARM-wayworn_boots (art request queue).
- Needed by
- M3: Modular slots: helmet/body/gloves/boots + costume override; hide covered submeshes
- Set
- Trail leather T5 · boots · T5
- Budget
- 1,500 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-wayworn_boots.glb
Wayworn Boots: the boots of the Trail leather T5 set — fitted quilted leather with brass studs and sand-green wraps, humble, rough-forged starter quality. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-archivist_circlet

Views missing → ART-3D-ARM-archivist_circlet Waiting for the 2D turnaround ART-3D-ARM-archivist_circlet (art request queue).
- Needed by
- M3: Modular slots: helmet/body/gloves/boots + costume override; hide covered submeshes
- Set
- Lantern silk T5 · helmet · T5
- Budget
- 2,000 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 2,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-archivist_circlet.glb
Archivist Circlet: the helmet of the Lantern silk T5 set — layered indigo silk with bronze thread runes, humble, rough-forged starter quality. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-travelling_robe

Views missing → ART-3D-ARM-travelling_robe Waiting for the 2D turnaround ART-3D-ARM-travelling_robe (art request queue).
- Needed by
- M3: Modular slots: helmet/body/gloves/boots + costume override; hide covered submeshes
- Set
- Lantern silk T5 · armour · T5
- Budget
- 6,000 triangles (proposed) · size 0.5–1 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 6,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-travelling_robe.glb
Travelling Robe: the armour of the Lantern silk T5 set — layered indigo silk with bronze thread runes, humble, rough-forged starter quality. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.5–1 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-scribe_wraps

Views missing → ART-3D-ARM-scribe_wraps Waiting for the 2D turnaround ART-3D-ARM-scribe_wraps (art request queue).
- Needed by
- M3: Modular slots: helmet/body/gloves/boots + costume override; hide covered submeshes
- Set
- Lantern silk T5 · gloves · T5
- Budget
- 1,500 triangles (proposed) · size 0.15–0.4 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-scribe_wraps.glb
Scribe Wraps: the gloves of the Lantern silk T5 set — layered indigo silk with bronze thread runes, humble, rough-forged starter quality. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.15–0.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-pilgrim_slippers

Views missing → ART-3D-ARM-pilgrim_slippers Waiting for the 2D turnaround ART-3D-ARM-pilgrim_slippers (art request queue).
- Needed by
- M3: Modular slots: helmet/body/gloves/boots + costume override; hide covered submeshes
- Set
- Lantern silk T5 · boots · T5
- Budget
- 1,500 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-pilgrim_slippers.glb
Pilgrim Slippers: the boots of the Lantern silk T5 set — layered indigo silk with bronze thread runes, humble, rough-forged starter quality. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-trail_belt
Views missing → ART-3D-ARM-trail_belt Waiting for the 2D turnaround ART-3D-ARM-trail_belt (art request queue).
- Needed by
- M3: Modular slots: helmet/body/gloves/boots + costume override; hide covered submeshes
- Set
- Belts T5 · belt · T5
- Budget
- 800 triangles (proposed) · size 0.25–0.6 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 800 · export GLB
- Save as
art/3d/inbox/MDL-ARM-trail_belt.glb
Trail Belt: the belt of the Belts T5 set — tooled leather with copper links and pouches, humble, rough-forged starter quality. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.25–0.6 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-MON-dewhorn_hare


- Needed by
- M4: 4 monsters (hare, fox, boar, beetle) modelled, rigged, reaction sets
- Budget
- 4,000 triangles · size 0.4–0.8 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 4,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-dewhorn_hare.glb
Dewhorn Hare: a small quadruped monster of Dewgrass Meadow (level 1, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.4–0.8 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-reed_fox


- Needed by
- M4: 4 monsters (hare, fox, boar, beetle) modelled, rigged, reaction sets
- Budget
- 4,000 triangles · size 0.4–0.8 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 4,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-reed_fox.glb
Reed Fox: a small quadruped monster of Dewgrass Meadow (level 3, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.4–0.8 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-orchard_boar


- Needed by
- M4: 4 monsters (hare, fox, boar, beetle) modelled, rigged, reaction sets
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-orchard_boar.glb
Orchard Boar: a medium quadruped monster of Old Orchard (level 5, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MNT-reedback_strider
Views missing → ART-3D-MNT-reedback_strider Waiting for the 2D turnaround ART-3D-MNT-reedback_strider (art request queue).
- Needed by
- M5: Mount + waypoint travel + click-to-travel (map/minimap click → navmesh path, auto-mount over 40 m, waypoint offer; controls.json clickToTravel)
- Budget
- 14,000 triangles (proposed) · size 1.6–3.2 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-MNT-reedback_strider.glb
Reedback Strider: long-legged dune lizard with reed-like dorsal quills and a woven saddle, palette #8a9a5b, #d9c38a, #5a3d22. Rideable monster mount with a Silk Road caravan saddle and bronze fittings; the rider seat is level and clear. Neutral standing pose, no rider. Real-world height 1.6–3.2 m to the saddle.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MNT-duneplate_carrier
Views missing → ART-3D-MNT-duneplate_carrier Waiting for the 2D turnaround ART-3D-MNT-duneplate_carrier (art request queue).
- Needed by
- M5: Mount + waypoint travel + click-to-travel (map/minimap click → navmesh path, auto-mount over 40 m, waypoint offer; controls.json clickToTravel)
- Budget
- 14,000 triangles (proposed) · size 1.6–3.2 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-MNT-duneplate_carrier.glb
Duneplate Carrier: giant armoured dune beetle carrying a lacquered howdah, lamp-glands glowing under its plates, palette #6b4a2b, #d0a24a, #3b2a1f. Rideable monster mount with a Silk Road caravan saddle and bronze fittings; the rider seat is level and clear. Neutral standing pose, no rider. Real-world height 1.6–3.2 m to the saddle.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MNT-emberhorn_aurochs
Views missing → ART-3D-MNT-emberhorn_aurochs Waiting for the 2D turnaround ART-3D-MNT-emberhorn_aurochs (art request queue).
- Needed by
- M5: Mount + waypoint travel + click-to-travel (map/minimap click → navmesh path, auto-mount over 40 m, waypoint offer; controls.json clickToTravel)
- Budget
- 14,000 triangles (proposed) · size 1.6–3.2 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-MNT-emberhorn_aurochs.glb
Emberhorn Aurochs: massive scorched desert ox with ember-veined horns and soot-black fur, bronze barding, palette #3a2a22, #d9582b, #c99a4a. Rideable monster mount with a Silk Road caravan saddle and bronze fittings; the rider seat is level and clear. Neutral standing pose, no rider. Real-world height 1.6–3.2 m to the saddle.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MNT-mirage_drake
Views missing → ART-3D-MNT-mirage_drake Waiting for the 2D turnaround ART-3D-MNT-mirage_drake (art request queue).
- Needed by
- M5: Mount + waypoint travel + click-to-travel (map/minimap click → navmesh path, auto-mount over 40 m, waypoint offer; controls.json clickToTravel)
- Budget
- 14,000 triangles (proposed) · size 1.6–3.2 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-MNT-mirage_drake.glb
Mirage Drake: sand-wyrm drake with translucent heat-haze frills and pale gold scales, wingless, sinuous, palette #e8d29a, #c97a3a, #7ad0c8. Rideable monster mount with a Silk Road caravan saddle and bronze fittings; the rider seat is level and clear. Neutral standing pose, no rider. Real-world height 1.6–3.2 m to the saddle.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-PRP-dewgrass_meadow

Views missing → ART-3D-PRP-dewgrass_meadow Waiting for the 2D turnaround ART-3D-PRP-dewgrass_meadow (art request queue).
- Needed by
- M5: World greybox → art (Amber Basin 4×4 km)
- Budget
- 5,000 triangles · size 0.5–15 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 5,000 · export GLB
- Save as
art/3d/inbox/MDL-PRP-dewgrass_meadow.glb
Hero set piece of Dewgrass Meadow: Dew-coated terraces, wicker bridges and a fallen training log. Sandstone, bronze, wood and jade materials in a painterly dark caravan fantasy style. One self-contained prop on flat ground; split into parts only where the drawing shows separate objects. Size 0.5–15 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No terrain, no characters, no vegetation carpet.
MDL-PRP-old_orchard

Views missing → ART-3D-PRP-old_orchard Waiting for the 2D turnaround ART-3D-PRP-old_orchard (art request queue).
- Needed by
- M5: World greybox → art (Amber Basin 4×4 km)
- Budget
- 5,000 triangles · size 0.5–15 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 5,000 · export GLB
- Save as
art/3d/inbox/MDL-PRP-old_orchard.glb
Hero set piece of Old Orchard: Amber fruit trees and abandoned toll sheds. Sandstone, bronze, wood and jade materials in a painterly dark caravan fantasy style. One self-contained prop on flat ground; split into parts only where the drawing shows separate objects. Size 0.5–15 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No terrain, no characters, no vegetation carpet.
MDL-PRP-reedwater_banks

Views missing → ART-3D-PRP-reedwater_banks Waiting for the 2D turnaround ART-3D-PRP-reedwater_banks (art request queue).
- Needed by
- M5: World greybox → art (Amber Basin 4×4 km)
- Budget
- 5,000 triangles · size 0.5–15 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 5,000 · export GLB
- Save as
art/3d/inbox/MDL-PRP-reedwater_banks.glb
Hero set piece of Reedwater Banks: Reed beds and a three-arch canal bridge. Sandstone, bronze, wood and jade materials in a painterly dark caravan fantasy style. One self-contained prop on flat ground; split into parts only where the drawing shows separate objects. Size 0.5–15 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No terrain, no characters, no vegetation carpet.
MDL-PRP-clay_cut

Views missing → ART-3D-PRP-clay_cut Waiting for the 2D turnaround ART-3D-PRP-clay_cut (art request queue).
- Needed by
- M5: World greybox → art (Amber Basin 4×4 km)
- Budget
- 5,000 triangles · size 0.5–15 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 5,000 · export GLB
- Save as
art/3d/inbox/MDL-PRP-clay_cut.glb
Hero set piece of Clay Cut: Ochre quarry terraces and drained canal locks. Sandstone, bronze, wood and jade materials in a painterly dark caravan fantasy style. One self-contained prop on flat ground; split into parts only where the drawing shows separate objects. Size 0.5–15 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No terrain, no characters, no vegetation carpet.
MDL-PRP-cinder_kilns

Views missing → ART-3D-PRP-cinder_kilns Waiting for the 2D turnaround ART-3D-PRP-cinder_kilns (art request queue).
- Needed by
- M5: World greybox → art (Amber Basin 4×4 km)
- Budget
- 5,000 triangles · size 0.5–15 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 5,000 · export GLB
- Save as
art/3d/inbox/MDL-PRP-cinder_kilns.glb
Hero set piece of Cinder Kilns: Brick kilns, smoking chimneys and ash pits. Sandstone, bronze, wood and jade materials in a painterly dark caravan fantasy style. One self-contained prop on flat ground; split into parts only where the drawing shows separate objects. Size 0.5–15 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No terrain, no characters, no vegetation carpet.
MDL-PRP-saltway_flats

Views missing → ART-3D-PRP-saltway_flats Waiting for the 2D turnaround ART-3D-PRP-saltway_flats (art request queue).
- Needed by
- M5: World greybox → art (Amber Basin 4×4 km)
- Budget
- 5,000 triangles · size 0.5–15 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 5,000 · export GLB
- Save as
art/3d/inbox/MDL-PRP-saltway_flats.glb
Hero set piece of Saltway Flats: Salt pans, flooded causeways and caravan windbreaks. Sandstone, bronze, wood and jade materials in a painterly dark caravan fantasy style. One self-contained prop on flat ground; split into parts only where the drawing shows separate objects. Size 0.5–15 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No terrain, no characters, no vegetation carpet.
MDL-PRP-bellshade_court

Views missing → ART-3D-PRP-bellshade_court Waiting for the 2D turnaround ART-3D-PRP-bellshade_court (art request queue).
- Needed by
- M5: World greybox → art (Amber Basin 4×4 km)
- Budget
- 5,000 triangles · size 0.5–15 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 5,000 · export GLB
- Save as
art/3d/inbox/MDL-PRP-bellshade_court.glb
Hero set piece of Bellshade Court: Violet lanterns, silent bells and ruined shrine steps. Sandstone, bronze, wood and jade materials in a painterly dark caravan fantasy style. One self-contained prop on flat ground; split into parts only where the drawing shows separate objects. Size 0.5–15 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No terrain, no characters, no vegetation carpet.
MDL-PRP-stormquill_ridge

Views missing → ART-3D-PRP-stormquill_ridge Waiting for the 2D turnaround ART-3D-PRP-stormquill_ridge (art request queue).
- Needed by
- M5: World greybox → art (Amber Basin 4×4 km)
- Budget
- 5,000 triangles · size 0.5–15 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 5,000 · export GLB
- Save as
art/3d/inbox/MDL-PRP-stormquill_ridge.glb
Hero set piece of Stormquill Ridge: Wind-cut ridges, copper lightning relics and kestrel roosts. Sandstone, bronze, wood and jade materials in a painterly dark caravan fantasy style. One self-contained prop on flat ground; split into parts only where the drawing shows separate objects. Size 0.5–15 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No terrain, no characters, no vegetation carpet.
MDL-PRP-ashroot_grove

Views missing → ART-3D-PRP-ashroot_grove Waiting for the 2D turnaround ART-3D-PRP-ashroot_grove (art request queue).
- Needed by
- M5: World greybox → art (Amber Basin 4×4 km)
- Budget
- 5,000 triangles · size 0.5–15 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 5,000 · export GLB
- Save as
art/3d/inbox/MDL-PRP-ashroot_grove.glb
Hero set piece of Ashroot Grove: Blackened cedars, verdant roots and a lost caravan camp. Sandstone, bronze, wood and jade materials in a painterly dark caravan fantasy style. One self-contained prop on flat ground; split into parts only where the drawing shows separate objects. Size 0.5–15 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No terrain, no characters, no vegetation carpet.
MDL-PRP-jade_seal_ruins

Views missing → ART-3D-PRP-jade_seal_ruins Waiting for the 2D turnaround ART-3D-PRP-jade_seal_ruins (art request queue).
- Needed by
- M5: World greybox → art (Amber Basin 4×4 km)
- Budget
- 5,000 triangles · size 0.5–15 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 5,000 · export GLB
- Save as
art/3d/inbox/MDL-PRP-jade_seal_ruins.glb
Hero set piece of Jade Seal Ruins: Cracked jade courts and the sealed western trade gate. Sandstone, bronze, wood and jade materials in a painterly dark caravan fantasy style. One self-contained prop on flat ground; split into parts only where the drawing shows separate objects. Size 0.5–15 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No terrain, no characters, no vegetation carpet.
MDL-PRP-caravan_crown_arena

Views missing → ART-3D-PRP-caravan_crown_arena Waiting for the 2D turnaround ART-3D-PRP-caravan_crown_arena (art request queue).
- Needed by
- M5: World greybox → art (Amber Basin 4×4 km)
- Budget
- 5,000 triangles · size 0.5–15 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 5,000 · export GLB
- Save as
art/3d/inbox/MDL-PRP-caravan_crown_arena.glb
Hero set piece of Caravan Crown Arena: A circular abandoned caravan wheel-yard. Sandstone, bronze, wood and jade materials in a painterly dark caravan fantasy style. One self-contained prop on flat ground; split into parts only where the drawing shows separate objects. Size 0.5–15 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No terrain, no characters, no vegetation carpet.
MDL-MON-reedscale_lizard


- Needed by
- M8: 16 more monsters + elites
- Budget
- 4,000 triangles · size 0.4–0.8 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 4,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-reedscale_lizard.glb
Reedscale Lizard: a small reptile monster of Reedwater Banks (level 9, scale surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.4–0.8 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-marsh_wolf


- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-marsh_wolf.glb
Marsh Wolf: a medium quadruped monster of Reedwater Banks (level 11, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-clayclaw_scorpion

- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-clayclaw_scorpion.glb
Clayclaw Scorpion: a medium arthropod scorpion monster of Clay Cut (level 13, carapace surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-siltspit_gecko


- Needed by
- M8: 16 more monsters + elites
- Budget
- 4,000 triangles · size 0.4–0.8 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 4,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-siltspit_gecko.glb
Siltspit Gecko: a small reptile monster of Clay Cut (level 15, scale surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.4–0.8 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-emberhorn_viper


- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-emberhorn_viper.glb
Emberhorn Viper: a medium serpent monster of Cinder Kilns (level 17, scale surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-kilnback_scarab


- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-kilnback_scarab.glb
Kilnback Scarab: a medium arthropod beetle monster of Cinder Kilns (level 19, carapace surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-saltway_bandit


- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 1.6–2 m (proposed)
- Tripo
- image-to-3D, views side + front + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-saltway_bandit.glb
Saltway Bandit: a medium humanoid monster of Saltway Flats (level 21, cloth_leather surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-brineback_tortoise


- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-brineback_tortoise.glb
Brineback Tortoise: a large shelled quadruped monster of Saltway Flats (level 23, shell surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-bellwhisker_jerboa


- Needed by
- M8: 16 more monsters + elites
- Budget
- 4,000 triangles · size 0.4–0.8 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 4,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-bellwhisker_jerboa.glb
Bellwhisker Jerboa: a small quadruped monster of Bellshade Court (level 25, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.4–0.8 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-duskfang_hyena


- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-duskfang_hyena.glb
Duskfang Hyena: a medium quadruped monster of Bellshade Court (level 27, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-stormquill_stalker


- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-stormquill_stalker.glb
Stormquill Stalker: a medium quadruped monster of Stormquill Ridge (level 29, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-stormwing_kestrel


- Needed by
- M8: 16 more monsters + elites
- Budget
- 4,000 triangles · size 0.4–0.8 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 4,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-stormwing_kestrel.glb
Stormwing Kestrel: a small avian monster of Stormquill Ridge (level 31, feather surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.4–0.8 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-ashroad_raider


- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 1.6–2 m (proposed)
- Tripo
- image-to-3D, views side + front + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-ashroad_raider.glb
Ashroad Raider: a medium humanoid monster of Ashroot Grove (level 33, cloth_leather surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-ashroot_pangolin


- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-ashroot_pangolin.glb
Ashroot Pangolin: a large shelled quadruped monster of Ashroot Grove (level 35, shell surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-jadecrest_monitor

- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2.4 m
- Tripo
- image-to-3D, views front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-jadecrest_monitor.glb
Jadecrest Monitor: a large reptile monster of Jade Seal Ruins (level 37, scale surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-MON-basaltsting_scorpion

- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-MON-basaltsting_scorpion.glb
Basaltsting Scorpion: a medium arthropod scorpion monster of Jade Seal Ruins (level 39, carapace surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-ELT-dewhorn_hare_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-dewhorn_hare_elite.glb- Base model
- MDL-MON-dewhorn_hare
Dewhorn Hare: a small quadruped monster of Dewgrass Meadow (level 1, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-reed_fox_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-reed_fox_elite.glb- Base model
- MDL-MON-reed_fox
Reed Fox: a small quadruped monster of Dewgrass Meadow (level 3, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-orchard_boar_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-orchard_boar_elite.glb- Base model
- MDL-MON-orchard_boar
Orchard Boar: a medium quadruped monster of Old Orchard (level 5, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-duneplate_beetle_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-duneplate_beetle_elite.glb- Base model
- MDL-MON-duneplate_beetle
Duneplate Beetle: a medium arthropod beetle monster of Old Orchard (level 7, carapace surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-reedscale_lizard_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-reedscale_lizard_elite.glb- Base model
- MDL-MON-reedscale_lizard
Reedscale Lizard: a small reptile monster of Reedwater Banks (level 9, scale surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-marsh_wolf_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-marsh_wolf_elite.glb- Base model
- MDL-MON-marsh_wolf
Marsh Wolf: a medium quadruped monster of Reedwater Banks (level 11, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-clayclaw_scorpion_elite

- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2.4 m
- Tripo
- image-to-3D, views front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-clayclaw_scorpion_elite.glb- Base model
- MDL-MON-clayclaw_scorpion
Clayclaw Scorpion: a medium arthropod scorpion monster of Clay Cut (level 13, carapace surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-siltspit_gecko_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-siltspit_gecko_elite.glb- Base model
- MDL-MON-siltspit_gecko
Siltspit Gecko: a small reptile monster of Clay Cut (level 15, scale surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-emberhorn_viper_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-emberhorn_viper_elite.glb- Base model
- MDL-MON-emberhorn_viper
Emberhorn Viper: a medium serpent monster of Cinder Kilns (level 17, scale surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-kilnback_scarab_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-kilnback_scarab_elite.glb- Base model
- MDL-MON-kilnback_scarab
Kilnback Scarab: a medium arthropod beetle monster of Cinder Kilns (level 19, carapace surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-saltway_bandit_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2 m (proposed)
- Tripo
- image-to-3D, views side + front + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-saltway_bandit_elite.glb- Base model
- MDL-MON-saltway_bandit
Saltway Bandit: a medium humanoid monster of Saltway Flats (level 21, cloth_leather surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-brineback_tortoise_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles (proposed) · size 1.6–3 m (proposed)
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-brineback_tortoise_elite.glb- Base model
- MDL-MON-brineback_tortoise
Brineback Tortoise: a large shelled quadruped monster of Saltway Flats (level 23, shell surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–3 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-bellwhisker_jerboa_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-bellwhisker_jerboa_elite.glb- Base model
- MDL-MON-bellwhisker_jerboa
Bellwhisker Jerboa: a small quadruped monster of Bellshade Court (level 25, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-duskfang_hyena_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-duskfang_hyena_elite.glb- Base model
- MDL-MON-duskfang_hyena
Duskfang Hyena: a medium quadruped monster of Bellshade Court (level 27, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-stormquill_stalker_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-stormquill_stalker_elite.glb- Base model
- MDL-MON-stormquill_stalker
Stormquill Stalker: a medium quadruped monster of Stormquill Ridge (level 29, fur surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-stormwing_kestrel_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 8,000 triangles · size 0.9–1.4 m
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 8,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-stormwing_kestrel_elite.glb- Base model
- MDL-MON-stormwing_kestrel
Stormwing Kestrel: a small avian monster of Stormquill Ridge (level 31, feather surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 0.9–1.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-ashroad_raider_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2 m (proposed)
- Tripo
- image-to-3D, views side + front + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-ashroad_raider_elite.glb- Base model
- MDL-MON-ashroad_raider
Ashroad Raider: a medium humanoid monster of Ashroot Grove (level 33, cloth_leather surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-ashroot_pangolin_elite


- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles (proposed) · size 1.6–3 m (proposed)
- Tripo
- image-to-3D, views side + front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-ashroot_pangolin_elite.glb- Base model
- MDL-MON-ashroot_pangolin
Ashroot Pangolin: a large shelled quadruped monster of Ashroot Grove (level 35, shell surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–3 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-jadecrest_monitor_elite

- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles (proposed) · size 1.6–3 m (proposed)
- Tripo
- image-to-3D, views front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-jadecrest_monitor_elite.glb- Base model
- MDL-MON-jadecrest_monitor
Jadecrest Monitor: a large reptile monster of Jade Seal Ruins (level 37, scale surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–3 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ELT-basaltsting_scorpion_elite

- Needed by
- M8: 16 more monsters + elites
- Budget
- 14,000 triangles · size 1.6–2.4 m
- Tripo
- image-to-3D, views front · texture PBR · auto-rig off · animation none · pose unchanged · face limit 14,000 · export GLB
- Save as
art/3d/inbox/MDL-ELT-basaltsting_scorpion_elite.glb- Base model
- MDL-MON-basaltsting_scorpion
Basaltsting Scorpion: a medium arthropod scorpion monster of Jade Seal Ruins (level 39, carapace surface) for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, proportions, colours and markings. Keep the drawn neutral standing pose, mouth closed, legs apart and clear of the body, every part connected in one mesh. Real-world height 1.6–2.4 m. Elite variant (★): one size class heavier than the base, heavier plating or a thicker crest, battle scars and small brass trophies; same species, colours and silhouette.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
Optional: elites share the base monster's views. If you skip it, agents build the elite in Blender from the base model (one size class up, heavier plating or fur, the elite material).
MDL-ARM-kiln_forged_helm

Views missing → ART-3D-ARM-kiln_forged_helm Waiting for the 2D turnaround ART-3D-ARM-kiln_forged_helm (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Bronze plate T4 · helmet · T4
- Budget
- 2,000 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 2,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-kiln_forged_helm.glb
Kiln-forged Helm: the helmet of the Bronze plate T4 set — lamellar bronze plates over quilted cloth, refined bronze and lacquered fittings. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-brineshell_cuirass

Views missing → ART-3D-ARM-brineshell_cuirass Waiting for the 2D turnaround ART-3D-ARM-brineshell_cuirass (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Bronze plate T4 · armour · T4
- Budget
- 6,000 triangles (proposed) · size 0.5–1 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 6,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-brineshell_cuirass.glb
Brineshell Cuirass: the armour of the Bronze plate T4 set — lamellar bronze plates over quilted cloth, refined bronze and lacquered fittings. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.5–1 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-clayknuckle_gauntlets

Views missing → ART-3D-ARM-clayknuckle_gauntlets Waiting for the 2D turnaround ART-3D-ARM-clayknuckle_gauntlets (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Bronze plate T4 · gloves · T4
- Budget
- 1,500 triangles (proposed) · size 0.15–0.4 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-clayknuckle_gauntlets.glb
Clayknuckle Gauntlets: the gloves of the Bronze plate T4 set — lamellar bronze plates over quilted cloth, refined bronze and lacquered fittings. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.15–0.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-kilnspine_sabatons

Views missing → ART-3D-ARM-kilnspine_sabatons Waiting for the 2D turnaround ART-3D-ARM-kilnspine_sabatons (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Bronze plate T4 · boots · T4
- Budget
- 1,500 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-kilnspine_sabatons.glb
Kilnspine Sabatons: the boots of the Bronze plate T4 set — lamellar bronze plates over quilted cloth, refined bronze and lacquered fittings. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-duskfang_hood

Views missing → ART-3D-ARM-duskfang_hood Waiting for the 2D turnaround ART-3D-ARM-duskfang_hood (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Trail leather T4 · helmet · T4
- Budget
- 2,000 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 2,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-duskfang_hood.glb
Duskfang Hood: the helmet of the Trail leather T4 set — fitted quilted leather with brass studs and sand-green wraps, refined bronze and lacquered fittings. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-saltway_brigandine

Views missing → ART-3D-ARM-saltway_brigandine Waiting for the 2D turnaround ART-3D-ARM-saltway_brigandine (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Trail leather T4 · armour · T4
- Budget
- 6,000 triangles (proposed) · size 0.5–1 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 6,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-saltway_brigandine.glb
Saltway Brigandine: the armour of the Trail leather T4 set — fitted quilted leather with brass studs and sand-green wraps, refined bronze and lacquered fittings. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.5–1 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-marshfang_grips

Views missing → ART-3D-ARM-marshfang_grips Waiting for the 2D turnaround ART-3D-ARM-marshfang_grips (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Trail leather T4 · gloves · T4
- Budget
- 1,500 triangles (proposed) · size 0.15–0.4 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-marshfang_grips.glb
Marshfang Grips: the gloves of the Trail leather T4 set — fitted quilted leather with brass studs and sand-green wraps, refined bronze and lacquered fittings. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.15–0.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-reedrunner_boots

Views missing → ART-3D-ARM-reedrunner_boots Waiting for the 2D turnaround ART-3D-ARM-reedrunner_boots (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Trail leather T4 · boots · T4
- Budget
- 1,500 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-reedrunner_boots.glb
Reedrunner Boots: the boots of the Trail leather T4 set — fitted quilted leather with brass studs and sand-green wraps, refined bronze and lacquered fittings. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-bellshade_coif

Views missing → ART-3D-ARM-bellshade_coif Waiting for the 2D turnaround ART-3D-ARM-bellshade_coif (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Lantern silk T4 · helmet · T4
- Budget
- 2,000 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 2,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-bellshade_coif.glb
Bellshade Coif: the helmet of the Lantern silk T4 set — layered indigo silk with bronze thread runes, refined bronze and lacquered fittings. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-lantern_vestment

Views missing → ART-3D-ARM-lantern_vestment Waiting for the 2D turnaround ART-3D-ARM-lantern_vestment (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Lantern silk T4 · armour · T4
- Budget
- 6,000 triangles (proposed) · size 0.5–1 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 6,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-lantern_vestment.glb
Lantern Vestment: the armour of the Lantern silk T4 set — layered indigo silk with bronze thread runes, refined bronze and lacquered fittings. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.5–1 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-emberhorn_mitts

Views missing → ART-3D-ARM-emberhorn_mitts Waiting for the 2D turnaround ART-3D-ARM-emberhorn_mitts (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Lantern silk T4 · gloves · T4
- Budget
- 1,500 triangles (proposed) · size 0.15–0.4 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-emberhorn_mitts.glb
Emberhorn Mitts: the gloves of the Lantern silk T4 set — layered indigo silk with bronze thread runes, refined bronze and lacquered fittings. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.15–0.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-siltwalk_shoes

Views missing → ART-3D-ARM-siltwalk_shoes Waiting for the 2D turnaround ART-3D-ARM-siltwalk_shoes (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Lantern silk T4 · boots · T4
- Budget
- 1,500 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-siltwalk_shoes.glb
Siltwalk Shoes: the boots of the Lantern silk T4 set — layered indigo silk with bronze thread runes, refined bronze and lacquered fittings. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-copperlink_belt
Views missing → ART-3D-ARM-copperlink_belt Waiting for the 2D turnaround ART-3D-ARM-copperlink_belt (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Belts T4 · belt · T4
- Budget
- 800 triangles (proposed) · size 0.25–0.6 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 800 · export GLB
- Save as
art/3d/inbox/MDL-ARM-copperlink_belt.glb
Copperlink Belt: the belt of the Belts T4 set — tooled leather with copper links and pouches, refined bronze and lacquered fittings. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.25–0.6 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-regents_crest_helm

Views missing → ART-3D-ARM-regents_crest_helm Waiting for the 2D turnaround ART-3D-ARM-regents_crest_helm (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Bronze plate T3 · helmet · T3
- Budget
- 2,000 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 2,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-regents_crest_helm.glb
Regent’s Crest Helm: the helmet of the Bronze plate T3 set — lamellar bronze plates over quilted cloth, masterwork bronze-jade inlay and fine engraving. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-basalt_scale_hauberk

Views missing → ART-3D-ARM-basalt_scale_hauberk Waiting for the 2D turnaround ART-3D-ARM-basalt_scale_hauberk (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Bronze plate T3 · armour · T3
- Budget
- 6,000 triangles (proposed) · size 0.5–1 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 6,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-basalt_scale_hauberk.glb
Basalt Scale Hauberk: the armour of the Bronze plate T3 set — lamellar bronze plates over quilted cloth, masterwork bronze-jade inlay and fine engraving. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.5–1 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-basalt_fists

Views missing → ART-3D-ARM-basalt_fists Waiting for the 2D turnaround ART-3D-ARM-basalt_fists (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Bronze plate T3 · gloves · T3
- Budget
- 1,500 triangles (proposed) · size 0.15–0.4 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-basalt_fists.glb
Basalt Fists: the gloves of the Bronze plate T3 set — lamellar bronze plates over quilted cloth, masterwork bronze-jade inlay and fine engraving. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.15–0.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-regent_greaves

Views missing → ART-3D-ARM-regent_greaves Waiting for the 2D turnaround ART-3D-ARM-regent_greaves (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Bronze plate T3 · boots · T3
- Budget
- 1,500 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-regent_greaves.glb
Regent Greaves: the boots of the Bronze plate T3 set — lamellar bronze plates over quilted cloth, masterwork bronze-jade inlay and fine engraving. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-stormquill_cowl

Views missing → ART-3D-ARM-stormquill_cowl Waiting for the 2D turnaround ART-3D-ARM-stormquill_cowl (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Trail leather T3 · helmet · T3
- Budget
- 2,000 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 2,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-stormquill_cowl.glb
Stormquill Cowl: the helmet of the Trail leather T3 set — fitted quilted leather with brass studs and sand-green wraps, masterwork bronze-jade inlay and fine engraving. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-ashroad_jerkin

Views missing → ART-3D-ARM-ashroad_jerkin Waiting for the 2D turnaround ART-3D-ARM-ashroad_jerkin (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Trail leather T3 · armour · T3
- Budget
- 6,000 triangles (proposed) · size 0.5–1 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 6,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-ashroad_jerkin.glb
Ashroad Jerkin: the armour of the Trail leather T3 set — fitted quilted leather with brass studs and sand-green wraps, masterwork bronze-jade inlay and fine engraving. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.5–1 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-stormwing_grips

Views missing → ART-3D-ARM-stormwing_grips Waiting for the 2D turnaround ART-3D-ARM-stormwing_grips (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Trail leather T3 · gloves · T3
- Budget
- 1,500 triangles (proposed) · size 0.15–0.4 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-stormwing_grips.glb
Stormwing Grips: the gloves of the Trail leather T3 set — fitted quilted leather with brass studs and sand-green wraps, masterwork bronze-jade inlay and fine engraving. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.15–0.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-ashroad_striders

Views missing → ART-3D-ARM-ashroad_striders Waiting for the 2D turnaround ART-3D-ARM-ashroad_striders (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Trail leather T3 · boots · T3
- Budget
- 1,500 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-ashroad_striders.glb
Ashroad Striders: the boots of the Trail leather T3 set — fitted quilted leather with brass studs and sand-green wraps, masterwork bronze-jade inlay and fine engraving. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-moonfrost_diadem

Views missing → ART-3D-ARM-moonfrost_diadem Waiting for the 2D turnaround ART-3D-ARM-moonfrost_diadem (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Lantern silk T3 · helmet · T3
- Budget
- 2,000 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 2,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-moonfrost_diadem.glb
Moonfrost Diadem: the helmet of the Lantern silk T3 set — layered indigo silk with bronze thread runes, masterwork bronze-jade inlay and fine engraving. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-jade_seal_regalia

Views missing → ART-3D-ARM-jade_seal_regalia Waiting for the 2D turnaround ART-3D-ARM-jade_seal_regalia (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Lantern silk T3 · armour · T3
- Budget
- 6,000 triangles (proposed) · size 0.5–1 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 6,000 · export GLB
- Save as
art/3d/inbox/MDL-ARM-jade_seal_regalia.glb
Jade Seal Regalia: the armour of the Lantern silk T3 set — layered indigo silk with bronze thread runes, masterwork bronze-jade inlay and fine engraving. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.5–1 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-moonfrost_wraps

Views missing → ART-3D-ARM-moonfrost_wraps Waiting for the 2D turnaround ART-3D-ARM-moonfrost_wraps (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Lantern silk T3 · gloves · T3
- Budget
- 1,500 triangles (proposed) · size 0.15–0.4 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-moonfrost_wraps.glb
Moonfrost Wraps: the gloves of the Lantern silk T3 set — layered indigo silk with bronze thread runes, masterwork bronze-jade inlay and fine engraving. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.15–0.4 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-jade_step_slippers

Views missing → ART-3D-ARM-jade_step_slippers Waiting for the 2D turnaround ART-3D-ARM-jade_step_slippers (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Lantern silk T3 · boots · T3
- Budget
- 1,500 triangles (proposed) · size 0.2–0.5 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 1,500 · export GLB
- Save as
art/3d/inbox/MDL-ARM-jade_step_slippers.glb
Jade Step Slippers: the boots of the Lantern silk T3 set — layered indigo silk with bronze thread runes, masterwork bronze-jade inlay and fine engraving. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.2–0.5 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-ARM-saltlord_girdle
Views missing → ART-3D-ARM-saltlord_girdle Waiting for the 2D turnaround ART-3D-ARM-saltlord_girdle (art request queue).
- Needed by
- M8: Crafting/orbs/refinement +15 per items doc
- Set
- Belts T3 · belt · T3
- Budget
- 800 triangles (proposed) · size 0.25–0.6 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 800 · export GLB
- Save as
art/3d/inbox/MDL-ARM-saltlord_girdle.glb
Saltlord Girdle: the belt of the Belts T3 set — tooled leather with copper links and pouches, masterwork bronze-jade inlay and fine engraving. One wearable piece on its own, empty (no body or mannequin inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md), openings where the body passes through, no floating parts. Longest side 0.25–0.6 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, head, hands or mannequin inside the piece.
MDL-BOS-bellbound_regent
Views missing → ART-3D-BOS-bellbound_regent Waiting for the 2D turnaround ART-3D-BOS-bellbound_regent (art request queue).
- Needed by
- M9: 2 bosses with telegraphs + break pressure
- Budget
- 40,000 triangles · size 2.5–6 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 40,000 · export GLB
- Save as
art/3d/inbox/MDL-BOS-bellbound_regent.glb
The Bellbound Regent: a level-40 world boss of Jade Seal Ruins for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, armour, colours and markings. Neutral standing pose as drawn, every part connected. Real-world height 2.5–6 m; it must read from far away.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-BOS-kharuun_ashen_caravan
Views missing → ART-3D-BOS-kharuun_ashen_caravan Waiting for the 2D turnaround ART-3D-BOS-kharuun_ashen_caravan (art request queue).
- Needed by
- M9: 2 bosses with telegraphs + break pressure
- Budget
- 40,000 triangles · size 2.5–6 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 40,000 · export GLB
- Save as
art/3d/inbox/MDL-BOS-kharuun_ashen_caravan.glb
Kharuun, the Ashen Caravan: a level-40 world boss of Caravan Crown Arena for a painterly dark caravan fantasy action MMO. Match the reference views exactly: silhouette, armour, colours and markings. Neutral standing pose as drawn, every part connected. Real-world height 2.5–6 m; it must read from far away.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture.
MDL-CLO-cos_saltway_nomad
Views missing → ART-3D-CLO-cos_saltway_nomad Waiting for the 2D turnaround ART-3D-CLO-cos_saltway_nomad (art request queue).
- Needed by
- M10: Replace every placeholder (art-requests empty for P0/P1)
- Budget
- 11,000 triangles (proposed) · size 1.4–2.1 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 11,000 · export GLB
- Save as
art/3d/inbox/MDL-CLO-cos_saltway_nomad.glb
Saltway Nomad costume: Sun-bleached desert wraps, brass-buckled sash, salt-crusted boots. A full outfit (head, body, hands, feet) as worn over a thin undersuit, empty (no body inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md). Height 1.4–2.1 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, face or mannequin inside the outfit.
MDL-CLO-cos_ashen_caravaneer
Views missing → ART-3D-CLO-cos_ashen_caravaneer Waiting for the 2D turnaround ART-3D-CLO-cos_ashen_caravaneer (art request queue).
- Needed by
- M10: Replace every placeholder (art-requests empty for P0/P1)
- Budget
- 11,000 triangles (proposed) · size 1.4–2.1 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 11,000 · export GLB
- Save as
art/3d/inbox/MDL-CLO-cos_ashen_caravaneer.glb
Ashen Caravaneer costume: Charred caravan coat with ember-lit lantern clasps and ash-grey veil. A full outfit (head, body, hands, feet) as worn over a thin undersuit, empty (no body inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md). Height 1.4–2.1 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, face or mannequin inside the outfit.
MDL-CLO-cos_bellbound_regalia
Views missing → ART-3D-CLO-cos_bellbound_regalia Waiting for the 2D turnaround ART-3D-CLO-cos_bellbound_regalia (art request queue).
- Needed by
- M10: Replace every placeholder (art-requests empty for P0/P1)
- Budget
- 11,000 triangles (proposed) · size 1.4–2.1 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 11,000 · export GLB
- Save as
art/3d/inbox/MDL-CLO-cos_bellbound_regalia.glb
Bellbound Regalia costume: Bronze bell-scale mantle and a jade-inlaid circlet that chimes softly. A full outfit (head, body, hands, feet) as worn over a thin undersuit, empty (no body inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md). Height 1.4–2.1 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, face or mannequin inside the outfit.
MDL-CLO-cos_lantern_warden
Views missing → ART-3D-CLO-cos_lantern_warden Waiting for the 2D turnaround ART-3D-CLO-cos_lantern_warden (art request queue).
- Needed by
- M10: Replace every placeholder (art-requests empty for P0/P1)
- Budget
- 11,000 triangles (proposed) · size 1.4–2.1 m (proposed)
- Tripo
- image-to-3D, views front + side + back · texture PBR · auto-rig off · animation none · pose unchanged · face limit 11,000 · export GLB
- Save as
art/3d/inbox/MDL-CLO-cos_lantern_warden.glb
Lantern Warden costume: Deep-blue convoy robes with lantern-glass pauldrons. A full outfit (head, body, hands, feet) as worn over a thin undersuit, empty (no body inside), sized for a 1.72–1.85 m humanoid in A-pose (CHARACTERS.md). Height 1.4–2.1 m.
Avoid: No rig or skeleton, no animation, no pose change (keep the reference pose), no ground plane or base, no background objects, no text, no extra or fused limbs, no lighting or shadows baked into the texture. No body, face or mannequin inside the outfit.
