# Stages of a Game-Ready Asset

The Game-Ready pipeline has 6 different stages to ensure your asset is prepared for implementation into your game once it is completed. At every stage, you have the opportunity to review and request revisions, giving you full control over your asset throughout the entire process.

### High Poly Geometry

<figure><img src="/files/tpRy4a7LTAXSk1llNhKX" alt=""><figcaption></figcaption></figure>

The first step of the pipeline is high poly geometry.  This version of your asset can reach up to 2,000,000 polys, which allows for a highly detailed sculpt. This provides the normal maps to bake onto your optimised asset.

### Optimised Geometry

<figure><img src="/files/8UxBgM9RwMa0Y3im3wyK" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/oUma92mFo5M0Aer1pfIl" alt=""><figcaption></figcaption></figure>

The optimised geometry step provides a version of your asset that has a lower polycount, ensuring smoother and faster implementation into your games. The maximum polycount for this stage is 300,000. This optimised version features clean topology that allows for the subsequent stages - texturing and rigging.

### UV Unwrapping&#x20;

<figure><img src="/files/lPWf9v15537YLTqcRM3s" alt=""><figcaption></figcaption></figure>

Your asset's UV map is a 2D representation of the surface of your 3D model. The UV Unwrapping step ensures efficient use of texture space, allowing for textures to be accurately applied to your 3D model.&#x20;

### Texturing&#x20;

<figure><img src="/files/NTNT9nhC07c5JSGpB5V3" alt=""><figcaption></figcaption></figure>

Our Texturing feature outputs high quality textures in a variety of styles. During the texturing stage, normal maps will be baked onto your asset from the high poly geometry step.

{% hint style="info" %}
Our new texturing feature outputs a significant improvement from our Texturing BETA release.
{% endhint %}

After geometry is approved, your model will start the texturing process. You can use our default materials or import your own material library. Normal maps from the sculpt will be baked onto the optimised model during this step as well.

The texture maps included are:

* DirectX Normal Maps or OpenGL Normal Maps
* Albedo/Diffuse
* Specular/Glossiness
* Roughness/Metalness
* Emissive

### Texturing Styles

#### Stylised PBR (Physically Based Rendering)&#x20;

<div><figure><img src="/files/33C4lF8n9uDIFrUzY0KM" alt=""><figcaption></figcaption></figure> <figure><img src="/files/jad6D32uQ9F9FeGxMdrq" alt=""><figcaption></figcaption></figure></div>

Stylised PBR Texturing provides non-photorealistic, stylised textures that still utilise the principles of PBR. This allows for realistic lighting and material properties while maintaining an artistic, hand-painted look.

#### Hand-painted

<figure><img src="/files/eMcforeBqLLWDNcmap5c" alt="" width="375"><figcaption></figcaption></figure>

The hand-painted texture style is a stylided PBR approach that uses different maps to create a vibrant, cartoon-like look.

#### Photorealistic

<figure><img src="/files/NjWBYbgHG7CgR7Sqs2SM" alt=""><figcaption></figcaption></figure>

Realistic PBR texturing involves creating highly detailed and accurate texture maps that mimic real-world material properties when used with a PBR rendering pipeline.

#### Custom Texturing

In addition to the Kaedim default texturing styles, you are also able to incorporate your in-house textures and materials for your generated assets. Please reach out to us if you'd like to use your own custom library.

### Rigging

<figure><img src="/files/xGqTfpEJJbHsbrdmZu1n" alt=""><figcaption></figcaption></figure>

Rigging involves creating a hierarchical system of bones/joints that act as the internal skeleton for a 3D character or object model. This skeleton is bound to the 3D mesh, allowing the vertices of the mesh to deform naturally as the bones are rotated and translated.

The rigging step provides a ready-to-use rig that enables you to animate all parts of your asset. This step can be completed with the Kaedim default rig or your own, in-house rig templates.

### Levels of Detail (LoDs)

<figure><img src="/files/g3c6o8JhSkGKNPoVBmWZ" alt=""><figcaption></figcaption></figure>

With our LoDs feature, you can create multiple lower-resolution versions of your generated model. This feature allows you to create multiple versions of your model at lower polycounts to ensure optimisation for any platform.

{% hint style="info" %}
Our new LoDs feature outputs a significant improvement from our LoDs BETA release.
{% endhint %}

Once you click submit, your LoDs will start generating.

Once the LoDs have finished generating, you will be able to download the LOD stage, and you can find all versions within one file.

{% hint style="info" %}
Learn how to export your asset [here](/managing-assets/exporting-assets/download.md).
{% endhint %}


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