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(+2)

The GLBs were actually uploaded - they just got marked as hidden in the panel during publishing, which is why they never showed up for you. While sorting that out I found a second problem: the textures weren't embedded in them, so simply switching them visible wouldn't have helped much.

I've been on it since morning. I'm attaching the correct textures and re-exporting everything from source. The update will include GLBs with textures embedded, glTF versions with a separate texture folder, a fully cleaned-up and reorganized .blend file (you wouldn't recognize it), and a fresh FBX set in both LOD and non-LOD versions. It'll be up by the end of the day.

Beyond the raw files, I'm also planning a full Godot project port of this pack - proper scenes and materials, not just the meshes. It's a large pack, so that side will take me a few days.

Thanks for the report.

That is probably the cleanest and most organized .blend file I have seen.  Thanks so much for the updated files!  I'll start testing them out this weekend.

I took the blame for the GLB file confusion—I announced the update before everything was fully polished and ready to go. I saw it as something that needed fixing, so I decided to make amends with a proper project cleanup. 😄

I’ve been planning to overhaul my entire 3D workflow pipeline for a while now—not just in Blender, but in Unity, Godot and when prepping assets for the Asset Store. I’m already making progress, and I’ve gotta admit that custom tools I’ve been developing over the past six months have been a lifesaver. They handle the organizational heavy lifting for me, because honestly, nothing is worse than having to constantly micro-manage project cleanliness manually.

A messy project drains an artist’s time and energy, but having to manually maintain order all the time can just as easily destroy your creative flow. In the worst-case scenario, you lose days of work—not because you’re creating anything, but because you’re trying to navigate or clean up a chaotic project. It quickly turns into a vicious cycle of frustration and burnout.

So I decided to save myself from that loop, and in the process, build something that benefits users of my assets. I want them to have maximum creative freedom with minimum friction fighting the files. That’s how a developer's workday should be: energy going directly into making a great game, not digging through messy asset hierarchies.

You can sometimes tell in released games when production frustration started building up. You get a subtle feeling that halfway through, the artists simply ran out of steam to polish the details. I don't want my asset packs adding to that kind of friction for anyone.

After your comment, I decided to turn this into a mini-sprint for the upcoming week. I'll be applying this cleanup across my free packages and flagship products on itch.io as well.

If I slipped up with the GLB files, at least I can turn it into something positive. 😄