Grey Fleet Armada - 6 Static 3D Spaceships - CERTIFICATION ========================================================== What we checked, on the exact files in this download (internal automated checks, not a third-party certification). Each model's files are listed with their SHA-256 so you can confirm they match. Sickle Wing Escort V2 - PASS (2026-09-17T11:31:26Z) ------------------------------------------------------------ [PASS] B1 File integrity: 5 of 5 GLB files parse with correct chunk lengths [PASS] B2 Textures decode, no external links, meshes present: every embedded image decodes; no external URIs; no empty meshes [PASS] B3 Base colour texture on every render mesh: LOD0-LOD3 each carry a baseColor texture [PASS] B4 UV layout sane (no atlas-spanning faces): largest UV triangle 1,906 px on LOD0 (limit 25,000), 1,974 px on LOD1 (limit 62,508) [PASS] B5 Surface not open or shredded: LOD0 open-edge length 0.03 x model diagonal (limit 1.5); 7 open edges on 29,999 triangles [PASS] B6 Re-imports cleanly in Blender at a sane scale: export + re-import keeps 20,127 of 20,127 vertices; largest dimension 1.8975 units [PASS] B7 Buyer file set complete: LOD0 is a single mesh; LOD1, LOD2, LOD3 and a convex collision mesh are present Notes (reported, not failures): - Not watertight: 9,745 non-manifold edges on LOD0 - normal for AI-generated hard-surface meshes; fine for rendering and games, not suitable for 3D printing without repair - Separate mesh parts: 292 loose parts on LOD0 - greebles and panels are separate pieces of one mesh; they do not float away from the hull (surface check B5 passed) - Overlapping faces: 643 intersecting face pairs (sampled) - parts overlap where they join the hull; invisible in renders - Pivot: the model's lowest point sits at z = -0.097, not exactly on the origin - set the pivot where your engine expects it (centre, base or thrust point) Files: 3f69424e7c66a7c92fb2a24028d724f693383b2846a14cb00f7b78bc42f75889 Sickle_Wing_Escort_V2.glb 0ca147736f7c61a33b14722d7ed48eb034c02d1f1c4af52a57e54219729d907f Sickle_Wing_Escort_V2_LOD1.glb 63954ae3364a62e13419e77e5b77a799eaf4574c6877c2d6961d2335832e9b74 Sickle_Wing_Escort_V2_LOD2.glb 8717d0d85cbeb766a2be5724f852ffa23f1328b81ab0fbcdb67089ef1f656089 Sickle_Wing_Escort_V2_LOD3.glb e72117d77cd701c587d2d41dc1c98b39bcd07df4b02e920b343667a273199334 Sickle_Wing_Escort_V2_collision.glb Verdant Nose Escort V2 - PASS (2026-09-17T11:31:33Z) ------------------------------------------------------------ [PASS] B1 File integrity: 5 of 5 GLB files parse with correct chunk lengths [PASS] B2 Textures decode, no external links, meshes present: every embedded image decodes; no external URIs; no empty meshes [PASS] B3 Base colour texture on every render mesh: LOD0-LOD3 each carry a baseColor texture [PASS] B4 UV layout sane (no atlas-spanning faces): largest UV triangle 2,597 px on LOD0 (limit 25,000), 2,735 px on LOD1 (limit 62,508) [PASS] B5 Surface not open or shredded: LOD0 open-edge length 0.36 x model diagonal (limit 1.5); 113 open edges on 29,999 triangles [PASS] B6 Re-imports cleanly in Blender at a sane scale: export + re-import keeps 22,551 of 22,550 vertices; largest dimension 1.8916 units [PASS] B7 Buyer file set complete: LOD0 is a single mesh; LOD1, LOD2, LOD3 and a convex collision mesh are present Notes (reported, not failures): - Not watertight: 14,085 non-manifold edges on LOD0 - normal for AI-generated hard-surface meshes; fine for rendering and games, not suitable for 3D printing without repair - Separate mesh parts: 601 loose parts on LOD0 - greebles and panels are separate pieces of one mesh; they do not float away from the hull (surface check B5 passed) - Overlapping faces: 919 intersecting face pairs (sampled) - parts overlap where they join the hull; invisible in renders - Pivot: the model's lowest point sits at z = -0.134, not exactly on the origin - set the pivot where your engine expects it (centre, base or thrust point) Files: fef0ccd1054c21673468dcfbbf154a022a133be68f75eb8e076fc17eed7a2778 Verdant_Nose_Escort_V2.glb 96e8e7611446e080325a5771f66ed7229fe2725ed82fa7efd7db02eedede241a Verdant_Nose_Escort_V2_LOD1.glb 23d2b456dda0123039005b861f3cf82881bb143d5abb77bc1df7b4b65645ae95 Verdant_Nose_Escort_V2_LOD2.glb c71ef760276934931054bc9192892e9706805a199cb2c949c71dd0bd9c001a65 Verdant_Nose_Escort_V2_LOD3.glb 23f061ddf44ae721b2d7b6d2ba52e57b83b9d79eec704b843a524c0d46a18595 Verdant_Nose_Escort_V2_collision.glb Longhaul Segment Escort - PASS (2026-09-18T15:08:14Z) ------------------------------------------------------------ [PASS] B1 File integrity: 5 of 5 GLB files parse with correct chunk lengths [PASS] B2 Textures decode, no external links, meshes present: every embedded image decodes; no external URIs; no empty meshes [PASS] B3 Base colour texture on every render mesh: LOD0-LOD3 each carry a baseColor texture [PASS] B4 UV layout sane (no atlas-spanning faces): largest UV triangle 10,647 px on LOD0 (limit 25,000), 4,905 px on LOD1 (limit 62,508) [PASS] B5 Surface not open or shredded: LOD0 open-edge length 0.72 x model diagonal (limit 1.5); 218 open edges on 29,999 triangles [PASS] B6 Re-imports cleanly in Blender at a sane scale: export + re-import keeps 22,495 of 22,494 vertices; largest dimension 1.9042 units [PASS] B7 Buyer file set complete: LOD0 is a single mesh; LOD1, LOD2, LOD3 and a convex collision mesh are present Notes (reported, not failures): - Not watertight: 13,883 non-manifold edges on LOD0 - normal for AI-generated hard-surface meshes; fine for rendering and games, not suitable for 3D printing without repair - Separate mesh parts: 709 loose parts on LOD0 - greebles and panels are separate pieces of one mesh; they do not float away from the hull (surface check B5 passed) - Overlapping faces: 957 intersecting face pairs (sampled) - parts overlap where they join the hull; invisible in renders - Pivot: the model's lowest point sits at z = -0.132, not exactly on the origin - set the pivot where your engine expects it (centre, base or thrust point) Files: 8f2f52eabcceedf89a8a93458f2fd41373a85bd25aa61a8020f99901412c6415 Longhaul_Segment_Escort.glb a6bb514dbaa3d8ce1b55ffaa0cfe7bae4d94917ba1a6295ce7864cf31a530174 Longhaul_Segment_Escort_LOD1.glb d3a898414919bccbbdb364946bdbb518f19884d53168743bb41bc3b037c5ee11 Longhaul_Segment_Escort_LOD2.glb aa10cbf40aa36516e663288c48954d65134d6144fc58a052ba8e193b8ae568ea Longhaul_Segment_Escort_LOD3.glb 16671ee0f10abbd82ac6935d7dcf0b1148c0dbbda4a7fc9d9273fef3bbf928c9 Longhaul_Segment_Escort_collision.glb Vanguard Arrow Fighter - PASS (2026-09-18T15:08:17Z) ------------------------------------------------------------ [PASS] B1 File integrity: 5 of 5 GLB files parse with correct chunk lengths [PASS] B2 Textures decode, no external links, meshes present: every embedded image decodes; no external URIs; no empty meshes [PASS] B3 Base colour texture on every render mesh: LOD0-LOD3 each carry a baseColor texture [PASS] B4 UV layout sane (no atlas-spanning faces): largest UV triangle 5,456 px on LOD0 (limit 25,000), 4,946 px on LOD1 (limit 62,510) [PASS] B5 Surface not open or shredded: LOD0 open-edge length 0.64 x model diagonal (limit 1.5); 219 open edges on 30,000 triangles [PASS] B6 Re-imports cleanly in Blender at a sane scale: export + re-import keeps 21,828 of 21,827 vertices; largest dimension 1.8961 units [PASS] B7 Buyer file set complete: LOD0 is a single mesh; LOD1, LOD2, LOD3 and a convex collision mesh are present Notes (reported, not failures): - Not watertight: 12,590 non-manifold edges on LOD0 - normal for AI-generated hard-surface meshes; fine for rendering and games, not suitable for 3D printing without repair - Separate mesh parts: 625 loose parts on LOD0 - greebles and panels are separate pieces of one mesh; they do not float away from the hull (surface check B5 passed) - Overlapping faces: 851 intersecting face pairs (sampled) - parts overlap where they join the hull; invisible in renders - Pivot: the model's lowest point sits at z = -0.174, not exactly on the origin - set the pivot where your engine expects it (centre, base or thrust point) Files: e57b536d6685764a4888f15149b05b419f296780f6c821a2c0e575114990738c Vanguard_Arrow_Fighter.glb 98da77114f9e1ea3f79d36a33058a82292f406f342655147928c7869f93c19fe Vanguard_Arrow_Fighter_LOD1.glb a659ec5c2addae953b9efa16a2e3ff7f7454243be618e23a7323d0cb6dbe2b0a Vanguard_Arrow_Fighter_LOD2.glb e87dd363fd1043eff0204a9ad6ceb50db192ff4cd8796a9044dd4fee4ebefbc3 Vanguard_Arrow_Fighter_LOD3.glb 15ee2411743766a38a7b20d3d4b4b129588cd46072f6bccaeaf1b3b18f2af762 Vanguard_Arrow_Fighter_collision.glb Grey Arrow Interceptor - PASS (2026-09-17T11:31:56Z) ------------------------------------------------------------ [PASS] B1 File integrity: 5 of 5 GLB files parse with correct chunk lengths [PASS] B2 Textures decode, no external links, meshes present: every embedded image decodes; no external URIs; no empty meshes [PASS] B3 Base colour texture on every render mesh: LOD0-LOD3 each carry a baseColor texture [PASS] B4 UV layout sane (no atlas-spanning faces): largest UV triangle 3,132 px on LOD0 (limit 25,000), 3,696 px on LOD1 (limit 62,508) [PASS] B5 Surface not open or shredded: LOD0 open-edge length 0.10 x model diagonal (limit 1.5); 47 open edges on 29,999 triangles [PASS] B6 Re-imports cleanly in Blender at a sane scale: export + re-import keeps 22,232 of 22,232 vertices; largest dimension 1.9022 units [PASS] B7 Buyer file set complete: LOD0 is a single mesh; LOD1, LOD2, LOD3 and a convex collision mesh are present Notes (reported, not failures): - Not watertight: 13,475 non-manifold edges on LOD0 - normal for AI-generated hard-surface meshes; fine for rendering and games, not suitable for 3D printing without repair - Separate mesh parts: 559 loose parts on LOD0 - greebles and panels are separate pieces of one mesh; they do not float away from the hull (surface check B5 passed) - Overlapping faces: 861 intersecting face pairs (sampled) - parts overlap where they join the hull; invisible in renders - Pivot: the model's lowest point sits at z = -0.240, not exactly on the origin - set the pivot where your engine expects it (centre, base or thrust point) Files: 437d648da3e1df0c8cc57361b9b9a15428fbc60a1ad7cd83f8d20022beab5252 Grey_Arrow_Interceptor.glb 42ee5dcc4012f48bb5f88e2eb319f2dd44539fe57a3cf1bb0036f3b1378557ab Grey_Arrow_Interceptor_LOD1.glb d948e5602636b2681cb8a85f1c20def8fb452b96205ca0dd640e1c989df382e6 Grey_Arrow_Interceptor_LOD2.glb 35006b473e6e94db640e3137b4518296769bf1e1e84c431120e11e0a96cedc6a Grey_Arrow_Interceptor_LOD3.glb ddcf0c79977c4510c5704b9348da153ab83aa8d411c68766b7d9b5f81e3e3c2d Grey_Arrow_Interceptor_collision.glb Grey Command Frigate - PASS (2026-09-17T11:32:03Z) ------------------------------------------------------------ [PASS] B1 File integrity: 5 of 5 GLB files parse with correct chunk lengths [PASS] B2 Textures decode, no external links, meshes present: every embedded image decodes; no external URIs; no empty meshes [PASS] B3 Base colour texture on every render mesh: LOD0-LOD3 each carry a baseColor texture [PASS] B4 UV layout sane (no atlas-spanning faces): largest UV triangle 2,985 px on LOD0 (limit 25,000), 2,346 px on LOD1 (limit 62,505) [PASS] B5 Surface not open or shredded: LOD0 open-edge length 0.19 x model diagonal (limit 1.5); 56 open edges on 30,000 triangles [PASS] B6 Re-imports cleanly in Blender at a sane scale: export + re-import keeps 22,277 of 22,277 vertices; largest dimension 1.9026 units [PASS] B7 Buyer file set complete: LOD0 is a single mesh; LOD1, LOD2, LOD3 and a convex collision mesh are present Notes (reported, not failures): - Not watertight: 13,620 non-manifold edges on LOD0 - normal for AI-generated hard-surface meshes; fine for rendering and games, not suitable for 3D printing without repair - Separate mesh parts: 555 loose parts on LOD0 - greebles and panels are separate pieces of one mesh; they do not float away from the hull (surface check B5 passed) - Overlapping faces: 777 intersecting face pairs (sampled) - parts overlap where they join the hull; invisible in renders - Pivot: the model's lowest point sits at z = -0.203, not exactly on the origin - set the pivot where your engine expects it (centre, base or thrust point) Files: abc5375ac1b6e066414e619bb1fd3fa9a7efe13f291304b6fde23e4de65c8191 Grey_Command_Frigate.glb 97dc0c903b5310daef0412731fb9ee71ac87f57c100616fe3396e5e4e22c2f22 Grey_Command_Frigate_LOD1.glb b68f2ab02baafa35c8db6cb5c3d7917e9d0baf157645b5e8a768281c02e7e8a6 Grey_Command_Frigate_LOD2.glb ef1e5856e349ea8cd1d260847039a4c7469c2bf881b518e0d1049b4494036838 Grey_Command_Frigate_LOD3.glb 752a23f8da0ba57b1b175b980dc220ccd5d20c3d8ff1bf0e09cf57b4f09c6a43 Grey_Command_Frigate_collision.glb