# Game-Ready Assets

| [What is a Game-ready asset?](#what-is-a-game-ready-asset)                |
| ------------------------------------------------------------------------- |
| [Game-ready vs. Game-ready with rig](#game-ready-vs.-game-ready-with-rig) |
| [Generation Settings](#generation-settings)                               |
| [Processing Times](#processing-times)                                     |
| [Upload Base Model](#upload-base-model)                                   |
| [Stages of a Game-ready Asset](#stages-of-a-game-ready-asset)             |

<figure><img src="/files/uuxADsiyr3ZUtZpFtQu7" alt=""><figcaption></figcaption></figure>

Each stage of the game-ready pipeline is processed in sequence. After each step has completed, you'll be able to request revisions free of charge before approving your asset to the next step.

## What is a Game-Ready Asset?

A Game-ready asset is a highly detailed 3D character or prop that is optimised, textured and, if needed, rigged. The normal maps from the high poly geometry will be baked onto the optimised geometry during the texturing stage. Game-ready assets also come with [LoDs (Levels of Detail)](#levels-of-detail-lods), which are lower poly count versions of your asset.&#x20;

***

## Game-ready vs. Game-ready with Rig

We recommend selecting **Game-ready** fo&#x72;**:**

* Static props, AKA props that don't need to animate or be interacted with
* Buildings and modular assets
* Background props

We recommend selecting **Game-ready with Rig** fo&#x72;**:**

* Characters
* Dynamic props, AKA props that need to be animated or can be interacted with, such as vehicles and guns

***

## Describe your asset

Prior to generating your asset, you will be able to configure the settings for your asset.

<figure><img src="/files/SPj7QW2Hh7BDuNAm5ffo" alt="" width="375"><figcaption></figcaption></figure>

### Dimensions

You can customize height, width, and depth for Game-ready assets. This ensures that your 3D models will be properly scaled.

### Tags

You can apply tags to your asset to help you categorize and filter your asset for easy searching in the Assets page.

### Markups

The Markup tool lets you visually communicate specific modeling requirements directly on your input images. Learn more about Markups [here](/creating-assets/game-ready-assets/markups.md).

### Art Specifications

You can further customize your asset by adding additional notes to specify your asset's art style or any technical requirements. \
\
Art specifications can describe aspects in your asset that may be difficult to convey in your concept art. Example: `Details are not needed for back/bottom parts of the asset.`

### Tech Specifications

Technical specifications can be notes relating to how your asset is generated.&#x20;

Example: `Topology should be most dense in the hair, pivot point should be at the bottom of the model.`

***

## Configure Settings

When creating your asset, you are able to select and deselect any of the stages if you'd like to skip it (excluding Optimized Geometry). Generation settings for Game-ready assets will include fields for texturing, rigging, and LODs. If you'd like to skip a step, simply turn the toggle off for that stage.

<figure><img src="/files/Oo5CUl1MwHNc8pRBNIIB" alt="" width="375"><figcaption></figcaption></figure>

### High Poly Geometry

High Poly Geometry is the first step of the Game-ready pipeline. The high poly model will be used to bake normal maps onto your optimised geometry. Since these models are highly detailed, the polycount can go up to 2,000,000.

{% hint style="info" %}
This step is optional, and can be skipped by switching the toggle off.
{% endhint %}

<figure><img src="/files/UDxXtW5VRSlHyHMbMcqF" alt=""><figcaption></figcaption></figure>

### Optimized Geometry

The Optimized Geometry stage significantly lowers your asset's polycount to ensure smooth implementation into game engines and other applications.

* **LoD0 Target Tris Count** - This will determine your optimized geometry's first Level of Detail.&#x20;
* **Pivot point** - The pivot point options allow you to change the point of reference for rotations, scaling, and transformations. Pivot points give you more control over how objects behave in your scene once exported.
* **Asset pose** - If you'd like your character to be posed a certain way, you can choose between:
  * **Image pose** - the output will follow how your character is posed in your input image
  * **T-pose** - your character will outputted in T-pose
  * **A-pose** - your character will be outputted in A-pose
* **Hair type** - Choose your character's hair type from the dropdown menu:
  * **Hair Cards** (AKA alpha cards): Ideal for real-time rendering.
  * **Sculpted Hair**: Best for non-real-time applications, allowing for complex geometry.
* **Topology requirements** - You can choose between "Quads only" and "Allow tris for optimization." This will determine your asset's topology.&#x20;
  * We suggest:
    * **Quads only** if you'd like to edit your asset after the optimized geometry has completed.
    * **Allow tris for optimization** if you will not be editing your model outside of Kaedim, and exporting the finished asset directly into your game or project.
* **Separate meshes** - You can choose to keep your meshes separate or have them joined during the Optimized Geometry stage. You can also include details on how you'd like to separate them (e.g. Separate meshes by material)

<figure><img src="/files/TqKL8f2UZb88JgESl2UF" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
This step is **required,** because the Optimized Geometry, or LOD0, is used as the base geometry for the following steps.
{% endhint %}

### UV Unwrapping

* **UV preset** - You are able to choose between the Kaedim default or presets you have given us to integrate for your generations.&#x20;
* **Number of UVs** - This will determine the number of UVs your asset will have. We recommend increasing the number of UVs depending on how many separate textures and materials your asset will have. For example, a character may have clothes, accessories, and hair that may require separate UVs.
* **How do you want them separated?** - Please describe how you'd like your UVs separated to ensure the best optimisation for texturing.
* **UDIMs (U-Dimension)** - You can choose to enable or disable UDIMs for your asset's textures.
* **Auto approve** - You have the option to automatically approve the UV step and proceed directly to texturing, eliminating the need for manual approval between steps.

<figure><img src="/files/eeW8wx03i9PcmJc82J7n" alt=""><figcaption></figcaption></figure>

### Texture

* **Texture style**- We have 4 default options to choose from: PBR, Hand-painted, Vertex Colouring, and Photorealistic. If you'd like to use your in-house texture library, please get in touch with us.
* **Texture maps -** Under this dropdown, you will be able to choose which texture maps to include for your textured asset.
  * Texture maps included are:&#x20;
    * DirectX Normal Maps or OpenGL Normal Maps
    * Albedo/Diffuse
    * Specular/Glossiness
    * Roughness/Metalness
    * Ambient Occlusion
    * Displacement
    * Emissive
* **Texture resolution -** Texture resolution refers to the pixel dimensions of each individual texture image file (e.g. 1024x1024, 2048x2048, 4096x4096 etc.)
* **Texture export -** For exporting textures, you can choose between baking textures directly onto your asset or exporting the textures separately.
* **Attach image -** Here you can upload a reference image for your asset's textures. This will help in identifying different textures that will be applied to specific parts of your asset.

<figure><img src="/files/zt5BcrxJlfIDCKDEGgkf" alt=""><figcaption></figcaption></figure>

### Rigging

{% hint style="info" %}
This step is only available within the **Game-ready with Rig** asset type.
{% endhint %}

* **Rig template -** The Kaedim default will rig your asset according to its type. You also have the option to use your own in-house rig templates. If you'd like to add your existing rig templates for your assets, [get in touch with us](https://www.kaedim3d.com/contactUs?subject=Enterprise).
* **Facial rig** - If you are creating a 3D character, you can choose to add a facial rig by checking the box.
* **Describe your rig** - If you have specifications for your rig, you can include them here. For rigged props, you can describe which parts will move and how they will move.

<figure><img src="/files/Ef8ZQUNV30Qw7oqXiorw" alt=""><figcaption></figcaption></figure>

### LoDs

LoDs create lower polycount versions of your asset for optimization. Under the LoDs tab, you can create up to 3 LoDs at different polycounts.\
\
You can input either a target polycount value or a percentage value that derives from the polycount of the optimized geometry to generate your LoDs. Click "Add another" to define settings for additional LoDs.

<figure><img src="/files/C2MzfYPlq37b0aZNCvsn" alt=""><figcaption></figcaption></figure>

### Save Configuration

After you've configured the settings, you can save it for future generations by checking the box next to "Save current configuration."

<figure><img src="/files/1MGZBdmQ5XtxrkWnyUEF" alt="" width="375"><figcaption></figcaption></figure>

The saved configuration will be found under the "Custom" section.

<figure><img src="/files/s9R8dDJoAjUkQQR5dW4T" alt="" width="330"><figcaption></figcaption></figure>

***

### Processing Times

**Simple assets**

Background props and environment assets

<table><thead><tr><th width="312">Stage</th><th>Time estimate</th></tr></thead><tbody><tr><td>High Poly Geometry</td><td>Up to 8 hr</td></tr><tr><td>Optimised Geometry</td><td>Up to 6 hr</td></tr><tr><td>UV unwrapping</td><td>Up to 8 hr</td></tr><tr><td>Texturing</td><td>Up to 8 hr</td></tr><tr><td>Rigging</td><td>Up to 2 hr</td></tr><tr><td>Levels of Detail (LoDs)</td><td>Up to 2 hr</td></tr></tbody></table>

**Complex Assets**

Characters and hero assets

<table><thead><tr><th width="312">Stage</th><th>Time estimate</th></tr></thead><tbody><tr><td>High Poly Geometry</td><td>Up to 20 hr</td></tr><tr><td>Optimised Geometry</td><td>Up to 16 hr</td></tr><tr><td>UV unwrapping</td><td>Up to 10 hr</td></tr><tr><td>Texturing</td><td>Up to 20 hr</td></tr><tr><td>Rigging</td><td>Up to 4 hr</td></tr><tr><td>Levels of Detail (LoDs)</td><td>Up to 6 hr</td></tr></tbody></table>


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