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Catalog and Asset Counts

The reference catalog separates skeletal mesh entries, geometry groups, and material or texture resources. These measure different parts of the library and help you compare the three product areas.

Reference catalog totals#

The following numbers are the corrected catalog totals from the supplied asset inventory discussion, started on 2 October 2026. They describe that source catalog, rather than all body-specific meshes in the combined authoring project or a final packaged release.

Product area SK entries Unique geometry groups
Armor 215 92
Accessories and Robes 143 63
Clothing 146 49
Sum of product entries 504 204

The source groups geometry by a matching pair of vertex count and triangle count. This is the catalog's statistical grouping method, rather than a comparison of vertex positions or full mesh data. Matching only one count does not satisfy that method.

The sum of geometry groups is a sum across products. It includes geometry reused between products and should not be described as the number of distinct meshes in a deduplicated bundle.

Counts by equipment category#

Product area Category SK entries Geometry groups
Armor Boots 37 16
Armor Chests 49 25
Armor Helms 81 34
Armor Pants 44 16
Armor Shirts 4 1
Accessories and Robes Bracers 22 13
Accessories and Robes Cloaks 26 7
Accessories and Robes Gloves 33 15
Accessories and Robes Robes 16 5
Accessories and Robes Shoulders 46 23
Clothing Boots 8 8
Clothing Chests 51 15
Clothing Helms 73 20
Clothing Pants 14 6

Bracers use the source's final corrected value of 13 geometry groups. Left and right components can remain separate SK entries for asymmetric equipment while appearing under one design identifier in the detailed catalog.

Read a detailed catalog row#

The detailed catalog is organized by Pack, Slot, SK_Slot_ID, Art style / Role, Items Count, MI Count, and T Count.

The artistic role includes the tier when present, such as Light T3, Heavy T1, Nordic T4, or Mage T3. One design can have several roles if its material variants create different appearances.

Items Count measures the associated SK entries. MI Count and T Count describe materials and textures used by that design. A shared atlas can be listed for several designs that use it; adding those row counts does not give a count of unique texture files in the package.

The source column named Additional reskins is calculated as SK entries minus geometry groups. It can include separate left and right components, so it is broader than a count of artistic skins.

Content shared between products#

Clothing includes a basic footwear selection with geometry also used in Armor, including Boots_06 and Boots_15. This gives a clothing outfit footwear without providing the full Armor footwear catalog.

Shirt_Slim and Clothing's Chest_101 share a base geometry but have different roles. The Armor shirt is a technical underlayer with a fit morph; the Clothing version is outer clothing with simulation. Their geometry overlap does not make their runtime setups interchangeable.

The shared Chest_02 geometry also supports different artistic appearances through its materials. Preview the mesh and material combination together when deciding which appearance fits your character.

Small cross-product demo sets are planned for the release so that customers can see a complete outfit. Count these separately once the final package contents are fixed.

Part of the 6.0 documentation draft
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