Melee Material Sources | Native Blender — Choose One
- M03Digital900 JPY
- KUKRIDigital900 JPY
- M04Digital900 JPY
- M05Digital900 JPY
- M06Digital900 JPY


Choose ONE SKU per option, not an all-model bundle. JPY900 each. Native Blender/source for static digital appearance only. AI-generated, code-assisted geometry/materials/previews/docs. No independent human visual verification or engine certification. Original START_HERE and limitations apply. === KUKRI === Kukri Blade Material Asset | Native Blender & Source START HERE / 고객 안내 Scope: static digital game-art appearance models and material/source files, not functional weapon designs. Non-affiliated descriptive naming. AI-assisted code, mesh, material, renders and documentation; no engineering reference or game-engine certification. Preferred editable native file(s): KUKRI_MATERIAL_NATIVE.blend (under Native/). Texture resolution: 2K (original verified). GLB_Compatibility/ contains a convenience export with the limits below. Prefer Native/ for appearance and editing. Known limitations: Native .blend is the reference. GLB import has a maximum normal-vector L2 difference of 0.00100655. Ambient occlusion was not baked (ORM red channel is neutral). Engine compatibility is not certified. Korean source details retained in customer ZIP START_HERE. === M03 === M03 Weapon Material Asset | Native Blender & Source START HERE / 고객 안내 Scope: static digital game-art appearance models and material/source files, not functional weapon designs. Non-affiliated descriptive naming. AI-assisted code, mesh, material, renders and documentation; no engineering reference or game-engine certification. Preferred editable native file(s): M03_MAINTAINED_R2_PACKED.blend (under Native/). Texture resolution: 4K (existing). GLB_Compatibility/ contains a convenience export with the limits below. Prefer Native/ for appearance and editing. Known limitations: Existing 4K maps are retained, not newly baked. Native .blend is the reference. GLB import missed strict 0.005-degree normal parity for 29/116 parts (max normal 0.02747 degrees, tangent 0.06851 degrees). No engine/padding/mip certification. Korean source details retained in customer ZIP START_HERE. === M04 === M04 Weapon Material Asset | Native Blender & Source START HERE / 고객 안내 Scope: static digital game-art appearance models and material/source files, not functional weapon designs. Non-affiliated descriptive naming. AI-assisted code, mesh, material, renders and documentation; no engineering reference or game-engine certification. Preferred editable native file(s): M04_MATERIAL_NATIVE.blend (under Native/). Texture resolution: 2K (original verified). GLB_Compatibility/ contains a convenience export with the limits below. Prefer Native/ for appearance and editing. Known limitations: Native .blend is the reference. Original normal connections are retained only on two parts. Export/import normal-vector L2 difference up to 0.002266; 12px atlas margin is not engine mip certification. Korean source details retained in customer ZIP START_HERE. === M05 === M05 Weapon Material Asset | Native Blender & Source START HERE / 고객 안내 Scope: static digital game-art appearance models and material/source files, not functional weapon designs. Non-affiliated descriptive naming. AI-assisted code, mesh, material, renders and documentation; no engineering reference or game-engine certification. Preferred editable native file(s): M05_MATERIAL_NATIVE.blend (under Native/). Texture resolution: 2K (original verified). GLB_Compatibility/ contains a convenience export with the limits below. Prefer Native/ for appearance and editing. Known limitations: Native .blend is the reference. Only the wood part uses a normal map; rubber remains unconnected. GLB reimport normal-vector L2 difference up to 0.000845504; 12px margin is not engine mip certification. Korean source details retained in customer ZIP START_HERE. === M06 === M06 Weapon Material Asset | Native Blender & Source START HERE / 고객 안내 Scope: static digital game-art appearance models and material/source files, not functional weapon designs. Non-affiliated descriptive naming. AI-assisted code, mesh, material, renders and documentation; no engineering reference or game-engine certification. Preferred editable native file(s): M06_MATERIAL_NATIVE.blend (under Native/). Texture resolution: 2K (original verified). GLB_Compatibility/ contains a convenience export with the limits below. Prefer Native/ for appearance and editing. Known limitations: Native mapped .blend is the baked-look reference; exact finest procedural surface detail requires Source/Original/M06_NEW_REWRITE_v1.blend. 2K filtering affects native and GLB; GLB reimport normal-vector L2 drift up to 0.00181220456. No engine certification. Korean source details retained in customer ZIP START_HERE. M06 normal-direction trial: neutral was slightly better at the first close-up; +Y was slightly better in the closer view. This was not judged a universal improvement. M06 Normal 방향 시험은 첫 확대 시점에서 neutral이 근소하게 작고, 더 가까운 시점에서는 +Y가 근소하게 작았으므로 보편적인 개선으로 판정하지 않았습니다.

