Game guide · source of truth
Production

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.

100Model requests
40Pending (views ready)
60Views missing
0Delivered
0Rejected

How to make a model

Make a model in Tripo (by hand)0 / 100 delivered
0 delivered · 100 to go
  1. Open the request. It names the model id (MDL-<KIND>-<name>, e.g. MDL-MON-duneplate_beetle), its use, the reference views in art/3d/requests/<id>/ (front.png, side.png, back.png cut from the accepted turnaround by python3 tools/model-views.py; the monster sheet ART-MON-053 has top.png instead of a back view), plus prompt.txt, and its polygon budget. The list is packages/game-data/data/model-requests.json, generated by scripts/gen-model-requests.mjs in pnpm data:build and ordered by roadmap need (the Dune Beetle first). A request without views waits for its 2D turnaround (ART-3D-* in the art queue) and shows views-missing.
  2. 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.
  3. 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 in model-delivered.json, and polished models live under art/source/3d/**.
  4. Nothing else: agents run node tools/model-inbox.mjs at 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 writes delivered or rejected with what to change into model-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 in model-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.

Agent step. At the start of every art or content task the agents run 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

100 shown
Pending (views ready) Duneplate Beetle monster MDL-MON-duneplate_beetle
Duneplate Beetle (level 7, Old Orchard): monster mesh for the arthropod_beetle family rig
Duneplate Beetle, side view
side
Duneplate Beetle, front view
front
Duneplate Beetle, top view
top (reference only)
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.

Views missing Gate Helm armour MDL-ARM-gate_helm
Gate Helm: helmet piece of the Bronze plate T5 set (item level 6), a separate mesh fitted to the body in Blender
Gate Helm, concept reference
reference
Gate Helm, concept reference
reference

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.

Views missing Wall-guard Lamellar armour MDL-ARM-wall_guard_lamellar
Wall-guard Lamellar: armour piece of the Bronze plate T5 set (item level 6), a separate mesh fitted to the body in Blender
Wall-guard Lamellar, concept reference
reference
Wall-guard Lamellar, concept reference
reference

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.

Views missing Gate Gauntlets armour MDL-ARM-gate_gauntlets
Gate Gauntlets: gloves piece of the Bronze plate T5 set (item level 6), a separate mesh fitted to the body in Blender
Gate Gauntlets, concept reference
reference
Gate Gauntlets, concept reference
reference

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.

Views missing Gate Greaves armour MDL-ARM-gate_greaves
Gate Greaves: boots piece of the Bronze plate T5 set (item level 6), a separate mesh fitted to the body in Blender
Gate Greaves, concept reference
reference
Gate Greaves, concept reference
reference

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.

Views missing Scout Hood armour MDL-ARM-scout_hood
Scout Hood: helmet piece of the Trail leather T5 set (item level 6), a separate mesh fitted to the body in Blender
Scout Hood, concept reference
reference
Scout Hood, concept reference
reference

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.

Views missing Scout Armour armour MDL-ARM-scout_armour
Scout Armour: armour piece of the Trail leather T5 set (item level 6), a separate mesh fitted to the body in Blender
Scout Armour, concept reference
reference
Scout Armour, concept reference
reference

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.

Views missing Wayworn Gloves armour MDL-ARM-wayworn_gloves
Wayworn Gloves: gloves piece of the Trail leather T5 set (item level 6), a separate mesh fitted to the body in Blender
Wayworn Gloves, concept reference
reference
Wayworn Gloves, concept reference
reference

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.

Views missing Wayworn Boots armour MDL-ARM-wayworn_boots
Wayworn Boots: boots piece of the Trail leather T5 set (item level 6), a separate mesh fitted to the body in Blender
Wayworn Boots, concept reference
reference
Wayworn Boots, concept reference
reference

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.

Views missing Archivist Circlet armour MDL-ARM-archivist_circlet
Archivist Circlet: helmet piece of the Lantern silk T5 set (item level 6), a separate mesh fitted to the body in Blender
Archivist Circlet, concept reference
reference
Archivist Circlet, concept reference
reference

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.

Views missing Travelling Robe armour MDL-ARM-travelling_robe
Travelling Robe: armour piece of the Lantern silk T5 set (item level 6), a separate mesh fitted to the body in Blender
Travelling Robe, concept reference
reference
Travelling Robe, concept reference
reference

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.

Views missing Scribe Wraps armour MDL-ARM-scribe_wraps
Scribe Wraps: gloves piece of the Lantern silk T5 set (item level 6), a separate mesh fitted to the body in Blender
Scribe Wraps, concept reference
reference
Scribe Wraps, concept reference
reference

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.

Views missing Pilgrim Slippers armour MDL-ARM-pilgrim_slippers
Pilgrim Slippers: boots piece of the Lantern silk T5 set (item level 6), a separate mesh fitted to the body in Blender
Pilgrim Slippers, concept reference
reference
Pilgrim Slippers, concept reference
reference

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.

Views missing Trail Belt armour MDL-ARM-trail_belt
Trail Belt: belt piece of the Belts T5 set (item level 6), a separate mesh fitted to the body in Blender
Trail Belt, concept reference
reference

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.

Pending (views ready) Dewhorn Hare monster MDL-MON-dewhorn_hare
Dewhorn Hare (level 1, Dewgrass Meadow): monster mesh for the quadruped_small family rig
Dewhorn Hare, side view
side
Dewhorn Hare, front view
front
Dewhorn Hare, top view
top (reference only)
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.

Pending (views ready) Reed Fox monster MDL-MON-reed_fox
Reed Fox (level 3, Dewgrass Meadow): monster mesh for the quadruped_small family rig
Reed Fox, side view
side
Reed Fox, front view
front
Reed Fox, top view
top (reference only)
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.

Pending (views ready) Orchard Boar monster MDL-MON-orchard_boar
Orchard Boar (level 5, Old Orchard): monster mesh for the quadruped_medium family rig
Orchard Boar, side view
side
Orchard Boar, front view
front
Orchard Boar, top view
top (reference only)
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.

Views missing Reedback Strider mount MDL-MNT-reedback_strider
Reedback Strider: level-10 mount (Stablemaster)
Reedback Strider, concept reference
reference

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.

Views missing Duneplate Carrier mount MDL-MNT-duneplate_carrier
Duneplate Carrier: level-20 mount (Stablemaster)
Duneplate Carrier, concept reference
reference

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.

Views missing Emberhorn Aurochs mount MDL-MNT-emberhorn_aurochs
Emberhorn Aurochs: level-30 mount (Stablemaster)
Emberhorn Aurochs, concept reference
reference

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.

Views missing Mirage Drake mount MDL-MNT-mirage_drake
Mirage Drake: level-40 mount (Stablemaster)
Mirage Drake, concept reference
reference

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.

Views missing Dewgrass Meadow set piece prop MDL-PRP-dewgrass_meadow
Hero set piece of Dewgrass Meadow: Dew-coated terraces, wicker bridges and a fallen training log
Dewgrass Meadow set piece, concept reference
reference
Dewgrass Meadow set piece, concept reference
reference

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.

Views missing Old Orchard set piece prop MDL-PRP-old_orchard
Hero set piece of Old Orchard: Amber fruit trees and abandoned toll sheds
Old Orchard set piece, concept reference
reference
Old Orchard set piece, concept reference
reference

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.

Views missing Reedwater Banks set piece prop MDL-PRP-reedwater_banks
Hero set piece of Reedwater Banks: Reed beds and a three-arch canal bridge
Reedwater Banks set piece, concept reference
reference
Reedwater Banks set piece, concept reference
reference

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.

Views missing Clay Cut set piece prop MDL-PRP-clay_cut
Hero set piece of Clay Cut: Ochre quarry terraces and drained canal locks
Clay Cut set piece, concept reference
reference
Clay Cut set piece, concept reference
reference

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.

Views missing Cinder Kilns set piece prop MDL-PRP-cinder_kilns
Hero set piece of Cinder Kilns: Brick kilns, smoking chimneys and ash pits
Cinder Kilns set piece, concept reference
reference
Cinder Kilns set piece, concept reference
reference

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.

Views missing Saltway Flats set piece prop MDL-PRP-saltway_flats
Hero set piece of Saltway Flats: Salt pans, flooded causeways and caravan windbreaks
Saltway Flats set piece, concept reference
reference
Saltway Flats set piece, concept reference
reference

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.

Views missing Bellshade Court set piece prop MDL-PRP-bellshade_court
Hero set piece of Bellshade Court: Violet lanterns, silent bells and ruined shrine steps
Bellshade Court set piece, concept reference
reference
Bellshade Court set piece, concept reference
reference

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.

Views missing Stormquill Ridge set piece prop MDL-PRP-stormquill_ridge
Hero set piece of Stormquill Ridge: Wind-cut ridges, copper lightning relics and kestrel roosts
Stormquill Ridge set piece, concept reference
reference
Stormquill Ridge set piece, concept reference
reference

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.

Views missing Ashroot Grove set piece prop MDL-PRP-ashroot_grove
Hero set piece of Ashroot Grove: Blackened cedars, verdant roots and a lost caravan camp
Ashroot Grove set piece, concept reference
reference
Ashroot Grove set piece, concept reference
reference

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.

Views missing Jade Seal Ruins set piece prop MDL-PRP-jade_seal_ruins
Hero set piece of Jade Seal Ruins: Cracked jade courts and the sealed western trade gate
Jade Seal Ruins set piece, concept reference
reference
Jade Seal Ruins set piece, concept reference
reference

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.

Views missing Caravan Crown Arena set piece prop MDL-PRP-caravan_crown_arena
Hero set piece of Caravan Crown Arena: A circular abandoned caravan wheel-yard
Caravan Crown Arena set piece, concept reference
reference
Caravan Crown Arena set piece, concept reference
reference

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.

Pending (views ready) Reedscale Lizard monster MDL-MON-reedscale_lizard
Reedscale Lizard (level 9, Reedwater Banks): monster mesh for the reptile_small family rig
Reedscale Lizard, side view
side
Reedscale Lizard, front view
front
Reedscale Lizard, top view
top (reference only)
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.

Pending (views ready) Marsh Wolf monster MDL-MON-marsh_wolf
Marsh Wolf (level 11, Reedwater Banks): monster mesh for the quadruped_medium family rig
Marsh Wolf, side view
side
Marsh Wolf, front view
front
Marsh Wolf, top view
top (reference only)
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.

Pending (views ready) Clayclaw Scorpion monster MDL-MON-clayclaw_scorpion
Clayclaw Scorpion (level 13, Clay Cut): monster mesh for the arthropod_scorpion family rig
Clayclaw Scorpion, side view
side (reference only)
Clayclaw Scorpion, top view
top (reference only)
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.

Pending (views ready) Siltspit Gecko monster MDL-MON-siltspit_gecko
Siltspit Gecko (level 15, Clay Cut): monster mesh for the reptile_small family rig
Siltspit Gecko, side view
side
Siltspit Gecko, front view
front
Siltspit Gecko, top view
top (reference only)
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.

Pending (views ready) Emberhorn Viper monster MDL-MON-emberhorn_viper
Emberhorn Viper (level 17, Cinder Kilns): monster mesh for the serpent family rig
Emberhorn Viper, side view
side
Emberhorn Viper, front view
front
Emberhorn Viper, top view
top (reference only)
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.

Pending (views ready) Kilnback Scarab monster MDL-MON-kilnback_scarab
Kilnback Scarab (level 19, Cinder Kilns): monster mesh for the arthropod_beetle family rig
Kilnback Scarab, side view
side
Kilnback Scarab, front view
front
Kilnback Scarab, top view
top (reference only)
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.

Pending (views ready) Saltway Bandit monster MDL-MON-saltway_bandit
Saltway Bandit (level 21, Saltway Flats): monster mesh for the humanoid family rig
Saltway Bandit, side view
side
Saltway Bandit, front view
front
Saltway Bandit, back view
back
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.

Pending (views ready) Brineback Tortoise monster MDL-MON-brineback_tortoise
Brineback Tortoise (level 23, Saltway Flats): monster mesh for the shelled_quadruped family rig
Brineback Tortoise, side view
side
Brineback Tortoise, front view
front
Brineback Tortoise, top view
top (reference only)
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.

Pending (views ready) Bellwhisker Jerboa monster MDL-MON-bellwhisker_jerboa
Bellwhisker Jerboa (level 25, Bellshade Court): monster mesh for the quadruped_small family rig
Bellwhisker Jerboa, side view
side
Bellwhisker Jerboa, front view
front
Bellwhisker Jerboa, top view
top (reference only)
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.

Pending (views ready) Duskfang Hyena monster MDL-MON-duskfang_hyena
Duskfang Hyena (level 27, Bellshade Court): monster mesh for the quadruped_medium family rig
Duskfang Hyena, side view
side
Duskfang Hyena, front view
front
Duskfang Hyena, top view
top (reference only)
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.

Pending (views ready) Stormquill Stalker monster MDL-MON-stormquill_stalker
Stormquill Stalker (level 29, Stormquill Ridge): monster mesh for the quadruped_medium family rig
Stormquill Stalker, side view
side
Stormquill Stalker, front view
front
Stormquill Stalker, top view
top (reference only)
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.

Pending (views ready) Stormwing Kestrel monster MDL-MON-stormwing_kestrel
Stormwing Kestrel (level 31, Stormquill Ridge): monster mesh for the avian_small family rig
Stormwing Kestrel, side view
side
Stormwing Kestrel, front view
front
Stormwing Kestrel, top view
top (reference only)
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.

Pending (views ready) Ashroad Raider monster MDL-MON-ashroad_raider
Ashroad Raider (level 33, Ashroot Grove): monster mesh for the humanoid family rig
Ashroad Raider, side view
side
Ashroad Raider, front view
front
Ashroad Raider, back view
back
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.

Pending (views ready) Ashroot Pangolin monster MDL-MON-ashroot_pangolin
Ashroot Pangolin (level 35, Ashroot Grove): monster mesh for the shelled_quadruped family rig
Ashroot Pangolin, side view
side
Ashroot Pangolin, front view
front
Ashroot Pangolin, top view
top (reference only)
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.

Pending (views ready) Jadecrest Monitor monster MDL-MON-jadecrest_monitor
Jadecrest Monitor (level 37, Jade Seal Ruins): monster mesh for the reptile_large family rig
Jadecrest Monitor, side view
side (reference only)
Jadecrest Monitor, top view
top (reference only)
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.

Pending (views ready) Basaltsting Scorpion monster MDL-MON-basaltsting_scorpion
Basaltsting Scorpion (level 39, Jade Seal Ruins): monster mesh for the arthropod_scorpion family rig
Basaltsting Scorpion, side view
side (reference only)
Basaltsting Scorpion, top view
top (reference only)
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.

Pending (views ready) ★ Dewhorn Hare elite optional MDL-ELT-dewhorn_hare_elite
★ Dewhorn Hare (level 2): elite variant of Dewhorn Hare
★ Dewhorn Hare, side view
side
★ Dewhorn Hare, front view
front
★ Dewhorn Hare, top view
top (reference only)
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).

Pending (views ready) ★ Reed Fox elite optional MDL-ELT-reed_fox_elite
★ Reed Fox (level 4): elite variant of Reed Fox
★ Reed Fox, side view
side
★ Reed Fox, front view
front
★ Reed Fox, top view
top (reference only)
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).

Pending (views ready) ★ Orchard Boar elite optional MDL-ELT-orchard_boar_elite
★ Orchard Boar (level 6): elite variant of Orchard Boar
★ Orchard Boar, side view
side
★ Orchard Boar, front view
front
★ Orchard Boar, top view
top (reference only)
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).

Pending (views ready) ★ Duneplate Beetle elite optional MDL-ELT-duneplate_beetle_elite
★ Duneplate Beetle (level 8): elite variant of Duneplate Beetle
★ Duneplate Beetle, side view
side
★ Duneplate Beetle, front view
front
★ Duneplate Beetle, top view
top (reference only)
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).

Pending (views ready) ★ Reedscale Lizard elite optional MDL-ELT-reedscale_lizard_elite
★ Reedscale Lizard (level 10): elite variant of Reedscale Lizard
★ Reedscale Lizard, side view
side
★ Reedscale Lizard, front view
front
★ Reedscale Lizard, top view
top (reference only)
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).

Pending (views ready) ★ Marsh Wolf elite optional MDL-ELT-marsh_wolf_elite
★ Marsh Wolf (level 12): elite variant of Marsh Wolf
★ Marsh Wolf, side view
side
★ Marsh Wolf, front view
front
★ Marsh Wolf, top view
top (reference only)
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).

Pending (views ready) ★ Clayclaw Scorpion elite optional MDL-ELT-clayclaw_scorpion_elite
★ Clayclaw Scorpion (level 14): elite variant of Clayclaw Scorpion
★ Clayclaw Scorpion, side view
side (reference only)
★ Clayclaw Scorpion, top view
top (reference only)
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).

Pending (views ready) ★ Siltspit Gecko elite optional MDL-ELT-siltspit_gecko_elite
★ Siltspit Gecko (level 16): elite variant of Siltspit Gecko
★ Siltspit Gecko, side view
side
★ Siltspit Gecko, front view
front
★ Siltspit Gecko, top view
top (reference only)
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).

Pending (views ready) ★ Emberhorn Viper elite optional MDL-ELT-emberhorn_viper_elite
★ Emberhorn Viper (level 18): elite variant of Emberhorn Viper
★ Emberhorn Viper, side view
side
★ Emberhorn Viper, front view
front
★ Emberhorn Viper, top view
top (reference only)
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).

Pending (views ready) ★ Kilnback Scarab elite optional MDL-ELT-kilnback_scarab_elite
★ Kilnback Scarab (level 20): elite variant of Kilnback Scarab
★ Kilnback Scarab, side view
side
★ Kilnback Scarab, front view
front
★ Kilnback Scarab, top view
top (reference only)
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).

Pending (views ready) ★ Saltway Bandit elite optional MDL-ELT-saltway_bandit_elite
★ Saltway Bandit (level 22): elite variant of Saltway Bandit
★ Saltway Bandit, side view
side
★ Saltway Bandit, front view
front
★ Saltway Bandit, back view
back
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).

Pending (views ready) ★ Brineback Tortoise elite optional MDL-ELT-brineback_tortoise_elite
★ Brineback Tortoise (level 24): elite variant of Brineback Tortoise
★ Brineback Tortoise, side view
side
★ Brineback Tortoise, front view
front
★ Brineback Tortoise, top view
top (reference only)
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).

Pending (views ready) ★ Bellwhisker Jerboa elite optional MDL-ELT-bellwhisker_jerboa_elite
★ Bellwhisker Jerboa (level 26): elite variant of Bellwhisker Jerboa
★ Bellwhisker Jerboa, side view
side
★ Bellwhisker Jerboa, front view
front
★ Bellwhisker Jerboa, top view
top (reference only)
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).

Pending (views ready) ★ Duskfang Hyena elite optional MDL-ELT-duskfang_hyena_elite
★ Duskfang Hyena (level 28): elite variant of Duskfang Hyena
★ Duskfang Hyena, side view
side
★ Duskfang Hyena, front view
front
★ Duskfang Hyena, top view
top (reference only)
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).

Pending (views ready) ★ Stormquill Stalker elite optional MDL-ELT-stormquill_stalker_elite
★ Stormquill Stalker (level 30): elite variant of Stormquill Stalker
★ Stormquill Stalker, side view
side
★ Stormquill Stalker, front view
front
★ Stormquill Stalker, top view
top (reference only)
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).

Pending (views ready) ★ Stormwing Kestrel elite optional MDL-ELT-stormwing_kestrel_elite
★ Stormwing Kestrel (level 32): elite variant of Stormwing Kestrel
★ Stormwing Kestrel, side view
side
★ Stormwing Kestrel, front view
front
★ Stormwing Kestrel, top view
top (reference only)
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).

Pending (views ready) ★ Ashroad Raider elite optional MDL-ELT-ashroad_raider_elite
★ Ashroad Raider (level 34): elite variant of Ashroad Raider
★ Ashroad Raider, side view
side
★ Ashroad Raider, front view
front
★ Ashroad Raider, back view
back
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).

Pending (views ready) ★ Ashroot Pangolin elite optional MDL-ELT-ashroot_pangolin_elite
★ Ashroot Pangolin (level 36): elite variant of Ashroot Pangolin
★ Ashroot Pangolin, side view
side
★ Ashroot Pangolin, front view
front
★ Ashroot Pangolin, top view
top (reference only)
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).

Pending (views ready) ★ Jadecrest Monitor elite optional MDL-ELT-jadecrest_monitor_elite
★ Jadecrest Monitor (level 38): elite variant of Jadecrest Monitor
★ Jadecrest Monitor, side view
side (reference only)
★ Jadecrest Monitor, top view
top (reference only)
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).

Pending (views ready) ★ Basaltsting Scorpion elite optional MDL-ELT-basaltsting_scorpion_elite
★ Basaltsting Scorpion (level 40): elite variant of Basaltsting Scorpion
★ Basaltsting Scorpion, side view
side (reference only)
★ Basaltsting Scorpion, top view
top (reference only)
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).

Views missing Kiln-forged Helm armour MDL-ARM-kiln_forged_helm
Kiln-forged Helm: helmet piece of the Bronze plate T4 set (item level 20), a separate mesh fitted to the body in Blender
Kiln-forged Helm, concept reference
reference
Kiln-forged Helm, concept reference
reference

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.

Views missing Brineshell Cuirass armour MDL-ARM-brineshell_cuirass
Brineshell Cuirass: armour piece of the Bronze plate T4 set (item level 20), a separate mesh fitted to the body in Blender
Brineshell Cuirass, concept reference
reference
Brineshell Cuirass, concept reference
reference

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.

Views missing Clayknuckle Gauntlets armour MDL-ARM-clayknuckle_gauntlets
Clayknuckle Gauntlets: gloves piece of the Bronze plate T4 set (item level 20), a separate mesh fitted to the body in Blender
Clayknuckle Gauntlets, concept reference
reference
Clayknuckle Gauntlets, concept reference
reference

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.

Views missing Kilnspine Sabatons armour MDL-ARM-kilnspine_sabatons
Kilnspine Sabatons: boots piece of the Bronze plate T4 set (item level 20), a separate mesh fitted to the body in Blender
Kilnspine Sabatons, concept reference
reference
Kilnspine Sabatons, concept reference
reference

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.

Views missing Duskfang Hood armour MDL-ARM-duskfang_hood
Duskfang Hood: helmet piece of the Trail leather T4 set (item level 20), a separate mesh fitted to the body in Blender
Duskfang Hood, concept reference
reference
Duskfang Hood, concept reference
reference

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.

Views missing Saltway Brigandine armour MDL-ARM-saltway_brigandine
Saltway Brigandine: armour piece of the Trail leather T4 set (item level 20), a separate mesh fitted to the body in Blender
Saltway Brigandine, concept reference
reference
Saltway Brigandine, concept reference
reference

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.

Views missing Marshfang Grips armour MDL-ARM-marshfang_grips
Marshfang Grips: gloves piece of the Trail leather T4 set (item level 20), a separate mesh fitted to the body in Blender
Marshfang Grips, concept reference
reference
Marshfang Grips, concept reference
reference

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.

Views missing Reedrunner Boots armour MDL-ARM-reedrunner_boots
Reedrunner Boots: boots piece of the Trail leather T4 set (item level 20), a separate mesh fitted to the body in Blender
Reedrunner Boots, concept reference
reference
Reedrunner Boots, concept reference
reference

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.

Views missing Bellshade Coif armour MDL-ARM-bellshade_coif
Bellshade Coif: helmet piece of the Lantern silk T4 set (item level 20), a separate mesh fitted to the body in Blender
Bellshade Coif, concept reference
reference
Bellshade Coif, concept reference
reference

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.

Views missing Lantern Vestment armour MDL-ARM-lantern_vestment
Lantern Vestment: armour piece of the Lantern silk T4 set (item level 20), a separate mesh fitted to the body in Blender
Lantern Vestment, concept reference
reference
Lantern Vestment, concept reference
reference

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.

Views missing Emberhorn Mitts armour MDL-ARM-emberhorn_mitts
Emberhorn Mitts: gloves piece of the Lantern silk T4 set (item level 20), a separate mesh fitted to the body in Blender
Emberhorn Mitts, concept reference
reference
Emberhorn Mitts, concept reference
reference

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.

Views missing Siltwalk Shoes armour MDL-ARM-siltwalk_shoes
Siltwalk Shoes: boots piece of the Lantern silk T4 set (item level 20), a separate mesh fitted to the body in Blender
Siltwalk Shoes, concept reference
reference
Siltwalk Shoes, concept reference
reference

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.

Views missing Regent’s Crest Helm armour MDL-ARM-regents_crest_helm
Regent’s Crest Helm: helmet piece of the Bronze plate T3 set (item level 34), a separate mesh fitted to the body in Blender
Regent’s Crest Helm, concept reference
reference
Regent’s Crest Helm, concept reference
reference

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.

Views missing Basalt Scale Hauberk armour MDL-ARM-basalt_scale_hauberk
Basalt Scale Hauberk: armour piece of the Bronze plate T3 set (item level 34), a separate mesh fitted to the body in Blender
Basalt Scale Hauberk, concept reference
reference
Basalt Scale Hauberk, concept reference
reference

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.

Views missing Basalt Fists armour MDL-ARM-basalt_fists
Basalt Fists: gloves piece of the Bronze plate T3 set (item level 34), a separate mesh fitted to the body in Blender
Basalt Fists, concept reference
reference
Basalt Fists, concept reference
reference

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.

Views missing Regent Greaves armour MDL-ARM-regent_greaves
Regent Greaves: boots piece of the Bronze plate T3 set (item level 34), a separate mesh fitted to the body in Blender
Regent Greaves, concept reference
reference
Regent Greaves, concept reference
reference

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.

Views missing Stormquill Cowl armour MDL-ARM-stormquill_cowl
Stormquill Cowl: helmet piece of the Trail leather T3 set (item level 34), a separate mesh fitted to the body in Blender
Stormquill Cowl, concept reference
reference
Stormquill Cowl, concept reference
reference

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.

Views missing Ashroad Jerkin armour MDL-ARM-ashroad_jerkin
Ashroad Jerkin: armour piece of the Trail leather T3 set (item level 34), a separate mesh fitted to the body in Blender
Ashroad Jerkin, concept reference
reference
Ashroad Jerkin, concept reference
reference

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.

Views missing Stormwing Grips armour MDL-ARM-stormwing_grips
Stormwing Grips: gloves piece of the Trail leather T3 set (item level 34), a separate mesh fitted to the body in Blender
Stormwing Grips, concept reference
reference
Stormwing Grips, concept reference
reference

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.

Views missing Ashroad Striders armour MDL-ARM-ashroad_striders
Ashroad Striders: boots piece of the Trail leather T3 set (item level 34), a separate mesh fitted to the body in Blender
Ashroad Striders, concept reference
reference
Ashroad Striders, concept reference
reference

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.

Views missing Moonfrost Diadem armour MDL-ARM-moonfrost_diadem
Moonfrost Diadem: helmet piece of the Lantern silk T3 set (item level 34), a separate mesh fitted to the body in Blender
Moonfrost Diadem, concept reference
reference
Moonfrost Diadem, concept reference
reference

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.

Views missing Jade Seal Regalia armour MDL-ARM-jade_seal_regalia
Jade Seal Regalia: armour piece of the Lantern silk T3 set (item level 34), a separate mesh fitted to the body in Blender
Jade Seal Regalia, concept reference
reference
Jade Seal Regalia, concept reference
reference

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.

Views missing Moonfrost Wraps armour MDL-ARM-moonfrost_wraps
Moonfrost Wraps: gloves piece of the Lantern silk T3 set (item level 34), a separate mesh fitted to the body in Blender
Moonfrost Wraps, concept reference
reference
Moonfrost Wraps, concept reference
reference

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.

Views missing Jade Step Slippers armour MDL-ARM-jade_step_slippers
Jade Step Slippers: boots piece of the Lantern silk T3 set (item level 34), a separate mesh fitted to the body in Blender
Jade Step Slippers, concept reference
reference
Jade Step Slippers, concept reference
reference

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.

Views missing Saltlord Girdle armour MDL-ARM-saltlord_girdle
Saltlord Girdle: belt piece of the Belts T3 set (item level 34), a separate mesh fitted to the body in Blender
Saltlord Girdle, concept reference
reference

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.

Views missing The Bellbound Regent boss MDL-BOS-bellbound_regent
The Bellbound Regent: level-40 boss of Jade Seal Ruins
The Bellbound Regent, concept reference
reference

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.

Views missing Kharuun, the Ashen Caravan boss MDL-BOS-kharuun_ashen_caravan
Kharuun, the Ashen Caravan: level-40 boss of Caravan Crown Arena
Kharuun, the Ashen Caravan, concept reference
reference

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.

Views missing Saltway Nomad clothing MDL-CLO-cos_saltway_nomad
Saltway Nomad: cosmetic costume (overrides the visible armour)
Saltway Nomad, concept reference
reference

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.

Views missing Ashen Caravaneer clothing MDL-CLO-cos_ashen_caravaneer
Ashen Caravaneer: cosmetic costume (overrides the visible armour)
Ashen Caravaneer, concept reference
reference

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.

Views missing Bellbound Regalia clothing MDL-CLO-cos_bellbound_regalia
Bellbound Regalia: cosmetic costume (overrides the visible armour)
Bellbound Regalia, concept reference
reference

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.

Views missing Lantern Warden clothing MDL-CLO-cos_lantern_warden
Lantern Warden: cosmetic costume (overrides the visible armour)
Lantern Warden, concept reference
reference

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.