# City + wilderness: editable 3D asset package

Generated locally with Blender 4.5.10 LTS using original procedural mesh construction.
These files are genuine 3D geometry and materials. The earlier ImageGen concept boards are separate design references.

## Deliverables

- `assets/production/models/rebuild/*.glb`: 16 independent, self-contained game models.
- `assets/source_editable/rebuild/frontier_rebuild_library.blend`: editable Blender library with the assets arranged for review.
- `tools/art/rebuild_models.py`: complete reproducible generator; uses only Blender's built-in Python API.
- `artifacts/rebuild_models/blender-model-library.png`: actual Cycles render of the source meshes.
- `artifacts/rebuild_models/glb-rover-import-check.png`: actual Cycles render after reimporting the delivered rover GLB.
- `artifacts/rebuild_models/manifest.json`: file sizes, geometry counts, dimensions, node names, and verification results.

## Reproduce

From the extracted package root:

```powershell
& 'C:\Users\Schummi\AppData\Local\Programs\Blender Foundation\blender-4.5.10-windows-x64\blender.exe' --background --factory-startup --python '.\tools\art\rebuild_models.py'
```

The script regenerates this asset package and its renders, then checks GLB structure and reimports the rover.
Rerun it only when you intend to replace these generated outputs. Keep manual artist revisions separately.

## Integration

Models use meters and glTF Y-up. Vehicle front faces glTF/Godot -Z through an intentional 180-degree export-root rotation.
The `.blend` review layout uses display positions/scales; independent GLBs retain their original meter scale.

`mining_rover.glb` retains `Body`, `Turret`, `MiningArm`, `RepairArm`, and `Wheels` assembly nodes.
`Wheels` contains six independently rotating wheel nodes. The cannon belongs to `Turret`.
`MiningArm` and `RepairArm` can be hidden or replaced independently for configuration changes.

The four buildings are a garage with a genuine open bay and lift equipment, a refinery with process vessels and manifolds, a warehouse with a sectional freight door and cargo, and housing with windows, a balcony, planters, solar panels, and an entry awning.
Iron ore, copper ore, wilderness rock, a mechanical crab, a ducted-fan scout, a player, a worker NPC, a relay station, a service terminal, a cargo crate and a tree complete this first package.

Character arm pivots are at the shoulders, and leg pivots at the hips. Local `rotation.x` works for a simple fore/aft walk cycle without moving the whole character. In the shared Blender source, NPC body-part names carry `.001` suffixes; inspect the manifest for exact exported names.

This is an initial stylized production model set, with simpler surface detail than the fine-render ImageGen concept board.
Characters have separate body parts but no skeleton or animation clips. Collision shapes and navigation meshes belong to the game integration.
