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- Lights
- Cameras
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Required PBR textures:
- Base Color
- Roughness
- Metalness
- Normal
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A game-ready Model 1840 heavy cavalry saber, the 'wristbreaker': a curved single-edged blade with a wide fuller and a clipped point, pitted and stained from use; a brass three-bar guard with a curled quillon; a dark leather grip with raised spirals and twisted brass wire; a brass pommel cap. The steel scabbard follows the blade's curve and has a throat, two carry-ring bands with loose rings, and a drag at the tip.
The scabbard is the mechanism. Draw slides the saber out along its own arc, so the curved blade never cuts through the scabbard; Sheathe puts it back. Rigged on 2 bones (root and draw), so you can also drive it yourself.
The saber is a real object: CavalrySaber_Saber ships as its own mesh with its origin in the middle of the grip. The Unreal Blueprint has PickUpSaber(Target, Socket) and ReturnSaber, and the Unity prefab has PickUp(Saber, hand) and Return(Saber), so the saber leaves the scabbard and appears in a character's hand.
Clips: Idle, Draw (1.1 s) and Sheathe (1.3 s). Real-world scale: 1.0 m overall, 88 cm blade.
Includes FBX (skeletal mesh plus one FBX per clip for Unreal, and the carryable saber), a GLB with every clip embedded, and baked 2K colour, normal and roughness maps.
Files:, FBX 2015 (binary), glTF 2.0 (.glb), Unity 6000.0 package, Unreal Engine 5.8 project.
Made with Exaro Studio's AI-assisted procedural pipeline: an AI agent wrote the build plan that our own tools turned into geometry, UVs and materials in Blender. No generative image or 3D model output was used.