3D salvage · your flat-grey idea

Steel → flat grey, repacked

edited the baked texture · steel washed-white → stainless grey · black kept · 2026-06-15

Your call was right: the broken part was the baked "brushed metal" texture rendering the steel as white with smeared artifacts. I pulled that texture out of the model, flattened the steel to a clean stainless grey, kept the black zones, and softened the noise — then repacked it. Same geometry, fixed surface. Drag or let them spin.

Colour/material target: brushed stainless body, black screen/window/base.
Beforebaked texture (white + brushed artifacts)
Steel reads white; smeary brushed noise. (What you flagged.)
After · grey-fix ★your idea, applied
Steel flattened to neutral stainless grey, black zones preserved, noise softened.

What to judge

Spin the "after." The questions: does the body now read as silver-grey steel instead of white? Are the black screen/window/base still black? Is the smeary noise gone? The grey tone is a single value I set in code — I can shift it lighter/darker or warmer/cooler in seconds, so if it's close but not exact, tell me the direction.

What this proves: the AI-3D geometry is reusable — we just don't trust its baked metal texture. A quick texture re-grade (flatten + recolor) salvages it into a clean, consistent, Shopify-AR-ready model — no Blender, no per-item 3D artist. If this reads right to you, the 360/AR path is back on the table at ~30 cr + a scripted texture pass per hero item. The brushed-steel sheen (true reflectivity) would still want the full PBR pass, but a clean matte-satin grey may be all a PDP spin needs.