Primitive tools and weapons were modeled offline early in development: a stone hatchet, a flint knife, cordage, a mallet, a digging stick and an unlit torch, followed by ten early weapons. The first batch of tools was rejected as generic.

Most of the lessons were about shape. Flint breaks in overlapping curved flakes, not a tiled crack pattern. Repeated cross-grain cuts made the mallet look like brickwork. A lashing that floated around a handle had to be refitted to the handle’s real surface.

Offline model previews · The same neutral lighting on both renders.

The clearest case was the branch club. Beside a reference photograph of an oak burl, it read as a smooth, dark stick. The answer was geometry: growth lobes, raised bark and recessed cracks, with stacked color tints removed instead of raising the brightness. A sharper texture cannot create a silhouette.

The textures began from generated images, and none of these weapons are in the game. Their proposed role is to stay useful through reach, speed and cost rather than raw damage, but there is no combat system yet.