I need individual robot parts, not a full character. These are modular components used to assemble combat robots in a fast-paced sci-fi game. The style should be stylised futuristic, readable from a top-down camera, and clearly communicate function (engine, weapon, thruster, etc.) without unnecessary detail. Parts overview The initial set includes: Several jet engine variants (directional thrust, rotating, two side) Standard engine (with visible exhaust outlet for smoke/VFX) Cannon / weapon module (designed as a standalone block) Each part is an independent asset Scale & dimensions Each part fits inside a 1×1 unit footprint Approximate height: ~0.6 units Pivot at the bottom center, aligned to grid Geometry Low-poly, game-ready topology Clean shading, no flipped normals Each part may consist of one or multiple meshes Triangle count kept reasonable for Synthy Polygon assets-like game Collision Each part has a simple box collision (1×1 unit) (visual mesh does not need to match collision exactly) Materials & rendering No textures required Minimum 2 materials per part: Base material – player-colored metallic surface Bright/emissive material – used for lights, energy cores, indicators Materials must be cleanly separated (no vertex color dependency) Emissive areas should be clearly readable and minimal Animation & rigging No rigging No animations Parts are static modules; all movement and effects are handled in-engine File delivery FBX (required) Clean naming for meshes and materials Acceptance criteria Imports correctly into Unity Correct scale and orientation Pivot at feet / base Assets snap cleanly to a grid when assembled Notes If you need clarification on: Visual language of engines vs weapons Emissive intensity / placement Color palette assumptions for player materials ask before starting high-detail work so we can lock the direction early and avoid revisions.