# Asset credits — 2026-10-02

## Realistic character bodies

| Artwork / creator | Official source | License | Game modifications |
|---|---|---|---|
| **Medieval King - Game Ready**, **Adam Richard** | [Fab artist listing](https://www.fab.com/listings/06289579-2b61-420f-adfd-0de865649a96) | [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/) | Complete 43,420 triangle body and 26 original mesh parts. Original 4K PBR maps converted to URP; opacity hair cards retained. Original Blender control rig replaced through official Mixamo auto-rigging with articulating fingers. |
| **Tribal Monster**, **Roman / suvorov.rubeus** | [Artist model](https://sketchfab.com/3d-models/tribal-monster-fd645605b25a496da506787622b090b7), [artist](https://sketchfab.com/suvorov.rubeus) | [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/) | Active boss: original 59,682 triangle creature geometry and original 4K skin, cloth, straps, eyes and teeth PBR sources. Separate 22,380 triangle display stump excluded. Restore the native 75-node skeleton from the original skin bind matrices, normalize its size and convert PBR maps to URP. Separately calibrate a straight world-space Humanoid T-pose before constructing a fresh Avatar, preserving the original mesh skin binds. Retarget licensed Mixamo motions onto this body's own skeleton; the old demon Avatar is not reused. |

The active boss is based on [Tribal Monster](https://sketchfab.com/3d-models/tribal-monster-fd645605b25a496da506787622b090b7) by [Roman](https://sketchfab.com/suvorov.rubeus), licensed under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/). Its source presentation pose, symmetrical hanging-arm skin bind and calibrated straight Humanoid T-pose serve different purposes. Restore the skin bind to recover the original model geometry, then use the calibrated T-pose as the Avatar's muscle reference before retargeting. The original mesh-bind relationship and all acquired source files remain preserved. Both active character artists retain ownership; these modifications do not imply endorsement.

Acquired through the official download UI; the user personally signed into Sketchfab. Originals, archives and available license records remain under ExternalAssets/Fab, ExternalAssets/Sketchfab and ExternalAssets/Upgrades. Tribal Monster's artist/license/file hashes and rig inspection are preserved under `ExternalAssets/Sketchfab/TribalMonster`; its original archive remains under `ExternalAssets/Upgrades/BossCandidate/TribalMonster`. Fab's public listing displays Creative Commons Attribution (CC BY 4.0). No paid purchase or third-party mirror was used.

### Archived previous boss

**Demon Warrior & Axes of Agony** by **Pedro B. Goulart / Pebegou** ([original model](https://sketchfab.com/3d-models/demon-warrior-axes-of-agony-600fabed95e74d0ab17c2900f6df92da), [artist](https://sketchfab.com/Pebegou)), [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/), was the previous scene boss and is now an archived candidate. Its preserved conversion removed the axes, retained a 122,428 triangle body/head and 4K maps, and used an official Mixamo 25-joint closed-fist rig. That body is no longer the active fighter. Originals, license, conversion and motion-source records remain local; replacing the scene fighter does not delete the artist's credit or acquired source.

## Mixamo rigging, motions and player props

The user explicitly authorized official Mixamo acquisition and personally signed into visible Chrome. Models and motions were acquired through the regular UI. Download settings selected FBX Binary, With Skin, 60 fps and no keyframe reduction. Original source timing/length metadata remains in the acquisition manifests; continuous pose sampling and new 60 Hz bake keys are separate from those original files.

- **Sword and Shield Pack**, Adobe Mixamo — 49 takes downloaded on the new Medieval King rig, with its own T-pose body. Animation-only takes copy that body's canonical avatar before in-place baking.
- **Directional locomotion sources**, Adobe Mixamo — eight preserved King walk/strafe/run originals are rebaked for Tribal Monster through its own Avatar, native idle body direction, source foot targets/bob and hinge IK. Direction is measured from the source rather than inferred from left/right filenames. `Logs/tribal-directional-step-sources.csv` records the selected files and signs. The final 36-case PlayMode suite includes the strengthened native locomotion/armor checks, and current actual sword contact during sideways travel is reviewed in `Captures/six-fixes-combat`. These checks do not remove raw source-foot limits; acquired originals and player clips remain unchanged.
- **Creature Pack**, Adobe Mixamo — 19 takes originally acquired on the Demon Warrior rig, with its own canonical T-pose body. Preserved canonical source Avatars allow breathing, walking, running, punches, swipes, jumping, flexing, roaring and dying to be retargeted onto the active Tribal Monster's different native rig. Native and anatomically mirrored complete strikes provide alternating right/left attacks.
- **Phase two supplemental takes**, Adobe Mixamo — new official downloads on the Medieval King upload: **Shoulder Throw, Aggressor** and **Shoulder Throw, Victim** (paired throw); **Zombie Attack** (overhead two-hand strike); **Pushing** (forward push); **Shove Reaction** (victim response); **Falling Back Death** (knockdown fall); and **Getting Up From Being Knocked Down On The Ground** (recovery). The longer **Getting Up From Back** take is retained for evaluation. `King-Canonical-Tpose.fbx` copies the already acquired MedievalKingUpload canonical source; it is not another model acquisition. Source names, official descriptions, selected UI settings, exact FBX lengths, hashes and Adobe license references are in `ExternalAssets/Mixamo/PhaseTwo/acquisition.json`. The attacker/victim sources are retargeted and baked per body. The current grab adapts the paired source to a two-hand lift and ground slam. Pushing/Shove Reaction remain archived and inactive in current AI/UI; all original source takes are preserved. Successful acquisition alone is not a motion-quality result.
- **Paladin WProp J Nordstrom**, Adobe Mixamo — previously acquired sword and shield transferred to the player at anatomical palm frames; extra roll, drinking, getting-up and reaction takes are retargeted and baked on each body's own avatar.
- **Knight D Pelegrini / Warrok W Kurniawan**, Adobe Mixamo — previous body candidates remain local; their canonical motion sources support reference comparisons and selected directional/reaction fallback takes. These bodies are no longer the scene fighters.

[Mixamo](https://www.mixamo.com/) assets are **not CC0**. See [Adobe's FAQ](https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.html). Raw FBXs and generated licensed clips remain local; do not publish them as a standalone asset library. Neither browser credentials nor cookies, profiles or authentication headers were inspected or exported. Original archives and SHA256 records remain under ExternalAssets.

## Clean HUD artwork

| Artwork / creator | Source | License | Game modifications |
|---|---|---|---|
| **Simple Health Bars**, **Cethiel** | [Artist upload](https://opengameart.org/content/simple-health-bars) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Style 1 red gradient, thin HUD gauges; modified olive stamina and gold posture palettes. Resized/clipped to show live values. |
| **Fantasy Icon Pack**, **Ravenmore** | [Artist upload](https://opengameart.org/content/fantasy-icon-pack-by-ravenmore-0), [artist](https://ravenmore.itch.io/) | [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/) | Red potion icon cropped/resized inside the clean item slot, dimmed when empty. |

Layout, damage lag, line-only posture gauges, critical prompt and round white lock-on glow are project-authored. The flask is displayed beside player health without an item-slot background. Of Far Different Nature, Kenney and MELLE HUD art remain local evaluation sources and are not used in this final HUD. Source records/hashes remain in ExternalAssets/HUD/manifest.json. The Windows game ships this document as ASSET_CREDITS.md and provides artist links from the title screen.

## Bundled Korean menus and English HUD typography

| Font / creator | Official source | License | Use |
|---|---|---|---|
| **Cormorant Garamond Medium**, Christian Thalmann / Catharsis Fonts | [Cormorant](https://github.com/CatharsisFonts/Cormorant) | SIL Open Font License 1.1 | Titles and display text |
| **Source Sans 3 Regular**, Adobe | [Source Sans](https://github.com/adobe-fonts/source-sans) | SIL Open Font License 1.1 | English HUD labels, prompts and diagnostics |
| **Nanum Gothic Regular**, NHN Corporation / NAVER | [Official Google Fonts repository](https://github.com/google/fonts/tree/main/ofl/nanumgothic) | SIL Open Font License 1.1 | Korean menus, controls, settings and credits |

Unmodified TTFs are bundled as Resources assets. All three complete OFL notices and FONT_CREDITS.md ship beside the executable under FONT_LICENSES; existing English-font notices also remain under StreamingAssets/FontLicenses. Original files, download URLs and SHA256 records are in [FONT_CREDITS.md](../ExternalAssets/Fonts/FONT_CREDITS.md), with Nanum acquisition evidence in ExternalAssets/Fonts/NanumGothic/acquisition.json. The game does not depend on installed system fonts.

## Poly Haven CC0 assets in the game

The final scene uses **42 original source sets**: 37 in the new assembly and five retained sources. Cobblestone Floor 08 is counted only once. The new assembly uses **110 distinct original mesh modules/variants and 419 placed instances**. Repeated instances are not counted as new source assets.

Modular forts, castle doors, iron gates, fire pits, scanned lanterns, candleholders, old wood barrels, ceramics, furniture, rocks, dead wood, trees, shrubs and grass build the courtyard. Stone surfaces use 4K PBR textures and props use 2K textures. Jug 01 supplies the player's held healing flask. The complete per-source usage list is [CITADEL_SCENE_ASSETS.md](CITADEL_SCENE_ASSETS.md); all 49 acquired sets, including unused evaluation material and their artists, are in [CITADEL_ASSET_CATALOGUE.md](CITADEL_ASSET_CATALOGUE.md).

Environment imports generate Unity Mesh LOD index levels for distance-based rendering. Original acquired files, vertex attributes and PBR textures are preserved; the character bodies are excluded from this environment optimization.

The initial retained assets are:

| Asset | Usage | Official source |
|---|---|---|
| Gothic Statue | Six sculptures outside the fighting disc | https://polyhaven.com/a/gothic_statue |
| Rock Moss Set 01 | Exterior mossy boulders | https://polyhaven.com/a/rock_moss_set_01 |
| Rock Face 02 | Surrounding cliff backdrop | https://polyhaven.com/a/rock_face_02 |
| Medieval Blocks 03 | Normal-mapped weathered masonry | https://polyhaven.com/a/medieval_blocks_03 |
| Cobblestone Floor 08 | Courtyard stone floor | https://polyhaven.com/a/cobblestone_floor_08 |
| Qwantani Dusk 2 PureSky | HDRI sky and reflected environment | https://polyhaven.com/a/qwantani_dusk_2_puresky |

All these assets use [Poly Haven's CC0 license](https://polyhaven.com/license). The acquisition manifest, author records, exact official download URLs and verified MD5 values are in `ExternalAssets/PolyHaven/manifest.json`. The setup script uses the public API with the identifying `AshenDuel3D-AssetSetup/1.0` user agent. **Powered by Poly Haven** for asset acquisition; the shipped game runs entirely from local assets and makes no API calls.

Other downloaded evaluation assets (metal plate, jacquard fabric, Kloppenheim sky) remain available locally but are not used by the final character models or sky. Additional generated architecture, atmosphere, game logic, UI layout and imported-asset integration are authored within this project. The former star-shaped floor inlays and raised boards have been removed. No extracted Dark Souls, Sekiro or Elden Ring art or motion is used.

## Recorded combat audio and textured impacts

The active background music is **Incantation** by **Scott Buckley**, released under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/): [official recording and license page](https://www.scottbuckley.com.au/library/incantation/), [composer](https://www.scottbuckley.com.au/). The prepared dark horror loop uses source seconds 144–264, a six-second crossfade/rotation, a 25 Hz subsonic high-pass filter, restrained peak limiting/normalization and OGG conversion; its duration is 114 seconds and its original tempo/pitch are preserved. Low drones, eerie vocal textures and a gradual swell replace the previous full-ensemble battle fanfare. The unmodified MP3, license snapshot, prepared measurements and hashes remain local. **The Great Battle** by **Alexander Nakarada** remains an evaluation recording and is no longer the active music.

The acquired bank preserves **68 processed CC0 effect variants in 25 groups**. Current runtime retains footsteps, equipment movement, sword swings/clashes, punches, boss voices, flask handling and menu feedback; player effort/pain/death human voices are disabled. Original human recordings remain preserved with their author credits. Recorded low-frequency body layers reinforce physical impacts, while recorded creature voices provide the boss exertions and roar. Master/Music/Effects gains can be adjusted from the title or pause menu. Full author/source/license records, retained evaluation music credits and processing details are in [AUDIO_ASSET_CREDITS.md](AUDIO_ASSET_CREDITS.md). Original archives and SHA256 hashes remain in ExternalAssets/Audio.

The **2026-10-02 Feral v2** preparation replaces 25 bank entries with recorded-source composites: BladeHit 4, PunchHit 4, MetalHit 3, ShieldBlock 3, Parry 2, BossEffort 4, BossPain 3 and BossRoar 2. The bank remains 68 variants/25 groups. Newly active voice layers come from **StarNinjas — [16 Monster Growls](https://opengameart.org/content/16-monster-growls)** (CC0): `monster.3` bark for effort/pain and `monster.9` / `monster.16` for roar. They combine with **rubberduck — [80 CC0 Creature SFX](https://opengameart.org/content/80-cc0-creature-sfx)** (`roar_02` / `roar_03` and retained effort/pain sources), **trazzz123 — [CC0 Deep Monster Roar](https://opengameart.org/content/cc0-deep-monster-roar)** and **Kenney — [Impact Sounds](https://kenney.nl/assets/impact-sounds)** for 45–280 Hz body layers. All use their preserved CC0 source mappings.

The derived WAVs and receipt live in `Assets/ThirdParty/CombatAudio/Feral_v2/PROCESSING.txt`;32 staged recordings in `RecordedFeralSources` are SHA-256-identical to the corresponding immutable acquired originals. Authored peak targets are0.74 for physical/effort/roar and0.56 for pain, with≤1.10-second roar excerpts and a≤2.1 ms import-onset gate. Runtime uses conservative0.68 combat-voice headroom and brief0.38×/0.22-second foley ducking while retaining independent linear controls. Final Windows build and36-case PlayMode suite pass. Current normal-time all-volume1.0 audio passes91 matched pairs with zero tick/DSP-dispatch difference, missing/duplicate/player voice cues and sampled clipping;9,601,024 output samples peak0.515061/RMS0.052835. [PHASE_TWO_AUDIO.md](PHASE_TWO_AUDIO.md) separates this software evidence from subjective listening, physical speaker latency and preserved historical measurements. Roar sound composition changed; the acquired native roar motion remains.

Five particle textures from **Kenney Particle Pack** and **HighPixel Unity Hit VFX Volume 2**, both CC0, provide short impact bursts, deflection streaks, dust and contact debris. The same acquired smoke and ring textures also supply the phase-two body wisps and radial ground shockwave. See [VFX_ASSET_CREDITS.md](VFX_ASSET_CREDITS.md). Current URP materials and particle behavior are authored through this project's Editor APIs. Original downloads and hashes remain in ExternalAssets/VFX. Both credit documents also ship beside the Windows executable.
