Art batches 1 to 5 · Athenia, the four guilds, every second job and the whole world to level 99
Batches 1 to 5: 651, 476, 557, 594, 262, each exactly its budgetCeiling 3,000 · spent 2,666 · balance 67577 models · 225 icons · 60 UI piecesModular gear: every job, both bodies →
Every model is cleaned in Blender before it ships: Meshy's split seams welded, the normals
smoothed, and the texture re-baked with padding round every piece, so no seam lines show once it is scaled
down. Every rigged body stands 1.45 m on the same 24-bone rig, so a take bought once plays on all of them. The
heroes and the monsters that carry weapons also have hands now: fifteen finger bones a hand, rigged in Blender, a
fist and a grip socket, so a weapon is held in a closed hand. Try Hands under any of them, or every class's
equipment in the modular gear test.
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Concepts
Painted with nano-banana-pro, then turned into the 3D models. The Novices were drawn from Verdant Clash's heroes as style references; each job outfit was painted over its Novice, image to image, so it keeps the Novice's face and proportions and shares the Novice's animations. The second jobs were painted over their class's first job in turn, with Verdant Clash's design for that job as the second reference, so a Knight's pieces swap with a Swordsman's. The three packs are our own designs.
Icons
Cut from nano-banana-pro sheets: skills on painted tiles, everything else keyed to transparency so it sits on any slot or map.
UI kit
Window frames, buttons, bars, slots, map frames, HUD pieces and the logo crest, keyed from flat magenta. Words and numbers stay live text in the game, so none are painted in.
Title screenLoading screen
Credits
Every paid Meshy call is logged with its task id in the repo (art/meshy_tasks.md and art/batch1_tasks.json to batch5_tasks.json). The balance is read from Meshy before and after each batch: 3,341, then 2,690, 2,160, 1,603, after the redraws below 1,531, after batch 4 937, and after batch 5, 675.