# VMC sci-fi machining centre (game-ready prop) Files - `DNR_CNC_Machine.blend`: the model (Blender 5.2). `DNR_CNC_Machine.fbx`: game meshes + UCX collision hulls + root, no studio. - `textures/T_VMC_Decals_BaseColor.png` (generic markings, no brand names), `textures/T_VMC_PendantHUD_Emissive.png`. - `previews/`: hero renders and `topology_wireframe.png`. `build/`: the Python that builds it. In Blender: `STEPS = ['s1_body','s2_door','s3_head_interior','s4_sides','s5_finish']` then `exec(open(r'uilduild_all.py').read())`; `studio2.py` adds the lights and floor (render only). Scale and pivots - 1 unit = 1 m, Z up, front faces -Y. Machine body 3.5 x 2.8 m, roof 2.30 m, head cover 2.83 m, antenna tip 3.09 m, whole prop X -3.16..2.41 m. - Scale taken from a 1.78 m man leaning on the pendant in the reference photo (pendant top about 1.72 m). The man is not part of the asset. - Static meshes sit at the world origin (floor, centre of the body). Moving parts have their origin on the axis of motion, rotation 0, scale 1: `SM_DNR_Door` (slide X), `SM_DNR_ZSlide` (slide Z; child `SM_DNR_SpindleRotor` spins about Z), `SM_DNR_Table` (X/Y; children `SM_DNR_Vise` > `SM_DNR_Workpiece`), `SM_DNR_ToolMagazine` (spins about X), `SM_DNR_Pendant` (swivels about Z; child `SM_DNR_PendantScreen`), `SM_DNR_Beacon` (spins about Z). - Collision: `UCX_SM_DNR_*` convex boxes in collection `CNC_Collision`. Mesh notes - No booleans. Quads plus a few tris (flat caps, cylinder ends); no n-gons. About 12.5k tris in 18 meshes, 21 materials. - Hidden contact faces are dropped, so some meshes have open (non-manifold) edges that sit against another surface. - Every mesh has a UV map: smart-project per object, hand-set UVs on the decal quads, the HUD screen and the tube sweeps. No baked texture sets: materials are flat PBR values plus the two textures above.