Salvage Yard Armada - 4 Static 3D Spaceships + 1 Station - 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. Salvage Interceptor - PASS (2026-09-17T11:30:42Z) ------------------------------------------------------------ [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 14,848 px on LOD0 (limit 25,000), 5,127 px on LOD1 (limit 62,508) [PASS] B5 Surface not open or shredded: LOD0 open-edge length 0.12 x model diagonal (limit 1.5); 31 open edges on 29,999 triangles [PASS] B6 Re-imports cleanly in Blender at a sane scale: export + re-import keeps 22,382 of 22,381 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: 13,733 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: 579 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: 847 intersecting face pairs (sampled) - parts overlap where they join the hull; invisible in renders - Pivot: the model's lowest point sits at z = -0.328, not exactly on the origin - set the pivot where your engine expects it (centre, base or thrust point) Files: e4c78c50a610d0bc258f2df95bce5afb7e9028b1c275ec3943f4abc38e943af8 Salvage_Interceptor.glb f1832ffca751b0365c06aa8892ca6a8b6b4c12e82fc8875ea2cd38745314bc17 Salvage_Interceptor_LOD1.glb 3a9f023c05877c4a21974b4aa580fac493a28606c2e5d7138ca79c6cb70e89ca Salvage_Interceptor_LOD2.glb dba35b49f89c02a73e5b798232b193fad6f2c60a78a5c558ce497c42ee9d9f9b Salvage_Interceptor_LOD3.glb 4b0bd024e8dcfed3e24fd7ead5c2f25cbc94f40ad3a88a1a887b34b8c5e6413a Salvage_Interceptor_collision.glb Rustfang Fighter - PASS (2026-09-17T11:30:51Z) ------------------------------------------------------------ [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 3,988 px on LOD0 (limit 25,000), 2,880 px on LOD1 (limit 62,505) [PASS] B5 Surface not open or shredded: LOD0 open-edge length 0.97 x model diagonal (limit 1.5); 247 open edges on 30,000 triangles [PASS] B6 Re-imports cleanly in Blender at a sane scale: export + re-import keeps 26,455 of 26,452 vertices; largest dimension 1.9011 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: 20,564 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: 1,322 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: 1,450 intersecting face pairs (sampled) - parts overlap where they join the hull; invisible in renders - Pivot: the model's lowest point sits at z = -0.270, not exactly on the origin - set the pivot where your engine expects it (centre, base or thrust point) - Busy texture detail: texture detail probe: SUSPECT - high-contrast patchwork or panel detail; review the renders Files: d2f7f89f34980262bf01ca23492695b6077552f52973c400a215ede84998ad39 Rustfang_Fighter.glb 246a1461da4498b32161e350a39608574f0cac15d5b1a2821368de3e50b98338 Rustfang_Fighter_LOD1.glb d2a50784576ac8400d0e02eacab66b13bf28c542b474ec94a20043e1bb6f4898 Rustfang_Fighter_LOD2.glb 01a3468ad70bf29fc9d38c8115117cb1e5cc31dde2dfe4bacce5a307ea0066ba Rustfang_Fighter_LOD3.glb c5e747eb66faff1271925c8795dcbf61420427343f1f08534859f6792c20fdd4 Rustfang_Fighter_collision.glb Claw Salvage Tug - PASS (2026-09-17T11:31:00Z) ------------------------------------------------------------ [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 14,139 px on LOD0 (limit 25,000), 6,626 px on LOD1 (limit 62,500) [PASS] B5 Surface not open or shredded: LOD0 open-edge length 0.74 x model diagonal (limit 1.5); 185 open edges on 30,000 triangles [PASS] B6 Re-imports cleanly in Blender at a sane scale: export + re-import keeps 25,658 of 25,657 vertices; largest dimension 1.8978 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: 19,338 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: 1,123 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: 1,331 intersecting face pairs (sampled) - parts overlap where they join the hull; invisible in renders - Pivot: the model's lowest point sits at z = -0.501, not exactly on the origin - set the pivot where your engine expects it (centre, base or thrust point) - Busy texture detail: texture detail probe: SUSPECT - high-contrast patchwork or panel detail; review the renders Files: 9fac2998f87217fe3e0b00eb458dc933904c860ad0e2940931a6942199fa6325 Claw_Salvage_Tug.glb a5e2d25ce11aa81b02a0ef9c157f3c74e50e83b21d9686d7457a761313f0b30d Claw_Salvage_Tug_LOD1.glb 2d5e8cd17cc86a0202f58b0dd22fac7d8d67838d30e50d0bb3600c6fcb6c0f6a Claw_Salvage_Tug_LOD2.glb a8aae0aba19f2ab9fc80be7819bfb37dec2606e6c8fc7766c6df225b05955be6 Claw_Salvage_Tug_LOD3.glb d4ec6fafc6614fedee1021d9a4bdf24646a1c2ae174c0cbcf02df1be73bf6521 Claw_Salvage_Tug_collision.glb Ember Thruster Frigate - PASS (2026-09-17T11:31:09Z) ------------------------------------------------------------ [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 10,962 px on LOD0 (limit 25,000), 7,120 px on LOD1 (limit 62,503) [PASS] B5 Surface not open or shredded: LOD0 open-edge length 0.73 x model diagonal (limit 1.5); 188 open edges on 29,999 triangles [PASS] B6 Re-imports cleanly in Blender at a sane scale: export + re-import keeps 24,195 of 24,195 vertices; largest dimension 1.8999 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: 16,775 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: 925 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: 1,234 intersecting face pairs (sampled) - parts overlap where they join the hull; invisible in renders - Pivot: the model's lowest point sits at z = -0.216, not exactly on the origin - set the pivot where your engine expects it (centre, base or thrust point) - Busy texture detail: texture detail probe: SHREDDED, SUSPECT - high-contrast patchwork or panel detail; review the renders Files: 789d01e05839c617d134c703cf5ef167cd4aca12f32507701dd57faa67fc5977 Ember_Thruster_Frigate.glb 39b957b2c7ddfb2a42004ab574097fe4ef416ddf90ba147bf0e6b3faaa695e4e Ember_Thruster_Frigate_LOD1.glb abe0d21066a6cf27f2d2f675a4571c25a4964fb2b1f1162b1458c3de9a37f0c0 Ember_Thruster_Frigate_LOD2.glb db62c449d0014236f301178bb819c0ca6df1bca5758107ea42db800e922dfdfc Ember_Thruster_Frigate_LOD3.glb e7860bce95d8685419bca700153a212abbe2033cfc934c3a52c2f51649552e43 Ember_Thruster_Frigate_collision.glb Cross Arm Station - PASS (2026-09-17T11:31:17Z) ------------------------------------------------------------ [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 20,688 px on LOD0 (limit 25,000), 5,369 px on LOD1 (limit 62,582) [PASS] B5 Surface not open or shredded: LOD0 open-edge length 0.50 x model diagonal (limit 1.5); 144 open edges on 7,998 triangles [PASS] B6 Re-imports cleanly in Blender at a sane scale: export + re-import keeps 8,993 of 8,986 vertices; largest dimension 1.9035 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: 8,214 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: 930 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: 583 intersecting face pairs (sampled) - parts overlap where they join the hull; invisible in renders - Pivot: the model's lowest point sits at z = -0.334, not exactly on the origin - set the pivot where your engine expects it (centre, base or thrust point) - Busy texture detail: texture detail probe: SUSPECT - high-contrast patchwork or panel detail; review the renders Files: 502df43a98c008161179bba1d7cb33bc1a2df392c069f86461b4ece2f8175b4e Cross_Arm_Station.glb 00524cf8c9f4feadb355208483bb0c4677d2b393e376ee20884d4d8763cd1b5b Cross_Arm_Station_LOD1.glb 7f4894f16978e355cb18f3d6acaaf2c584bcc2a52166155c9e963007b24104d1 Cross_Arm_Station_LOD2.glb 7ec98902309b130714df14af50477e8a4d396a3785375f1f0e74d938cd6f009d Cross_Arm_Station_LOD3.glb 1f7276f5a5332f5947ceec844254a1bbdb33ef009fbf6e0160da5c9006815336 Cross_Arm_Station_collision.glb