1. Asset: 1100.0 m x 160.0 m x 140.0 m Spinal Railgun Battleship (railgun-battleship.glb) with full-length twin spinal railgun jaws, 5 octagonal capacitor bank collars (80 glowing blue plasma cells total), two rows of articulated broadside turret batteries, 13 moving turrets (Turret_1..13) and 13 elevating barrel assemblies (Gun_1..13), command tower with interior bridge behind alpha-blended Glass, and 4 main engine nozzles plus 6 auxiliary thrusters.
2. Triangle count: 132,580 triangles across 27 mesh nodes (Hull + Turret_1..13 + Gun_1..13) and 43 empty attachment nodes (Thruster_1..4, Muzzle_1..27, Hardpoint_1..8, Camera_Chase, Light_Nav_L, Light_Nav_R, Light_Beacon); GLB file size is 7.11 MB.
3. Materials (7 total, budget <= 9): Paint (neutral light weathered hull detail in baseColorTexture with baseColorFactor = [0.70, 0.68, 0.62]), BareMetal, ScorchedMetal, WeaponArmor, Engines (emissive nozzle liners), Lamps (emissive cyan-blue capacitor cells and bridge displays), and Glass (alpha BLEND bridge glazing).
4. Texture sizes (GAME WEIGHT compliant): 1024x1024 px JPEG for all baseColor and normal maps (paint, bare, scorch, weapon); 512x512 px JPEG for all ORM (occlusion/roughness/metallic) and emissive maps (engines, lamps).
5. Poly Haven CC0 texture IDs used: metal_plate, metal_plate_02, rusty_metal_02, corrugated_iron_02 (1k diff, nor_gl, arm maps mixed with procedural panel seams, rivets, and scorch weathering, then baked with Cycles GPU).
6. Differences from reference sheet.jpg: External exhaust plasma plumes extending past the rear engine nozzles are omitted from static mesh geometry and represented via Thruster_1..4 empties and emissive inner nozzle liners for real-time game particle systems; microscopic hull stencils are omitted per the no-insignia contract.
