Creating a Game-Ready Asset

Currently only available for Pro and Enterprise plans.

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), which are lower poly count versions of your asset.


Stages of a Game-ready Asset

High Poly Geometry

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

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.

Texturing

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.

Our new texturing feature outputs a significant improvement from our Texturing BETA release.

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

  • Ambient Occlusion

  • Displacement

  • Emissive

Texturing Styles

Stylised PBR (Physically Based Rendering)

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.

Realistic PBR

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

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)

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.

Our new LoDs feature outputs a significant improvement from our LoDs BETA release.

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.

Learn how to export your asset here.

Game-ready vs. Game-ready with Rig

We recommend selecting Game-ready for:

  • 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 for:

  • Characters

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


Generation Settings

When creating your asset, you are able to select and deselect any of the stages if you'd like to skip it (excluding Optimised Geometry).

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

Generation settings for Game-ready assets will include fields for texturing, rigging, and LODs. If you'd like to skip a step, simply uncheck the box for that stage.

High Poly Geometry Settings

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.

Optimised Geometry Settings

The Optimised 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 optimised geometry's first Level of Detail.

  • Topology requirements - You can choose between "Quads only" and "Allow tris for optimisation." This will determine your asset's topology.

    • We suggest:

      • Quads only if you'd like to edit your asset after the optimised geometry has completed.

      • Allow tris for optimisation 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 Optimised Geometry stage. You can also include details on how you'd like to separate them (e.g. Separate meshes by material)

UV Unwrapping Settings

  • UV preset - You are able to choose between the Kaedim default or presets you have given us to integrate for your generations.

  • How do you want them separated? - Please describe how you'd like your UVs separated to ensure the best optimisation for texturing.

  • 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.

  • UDIMs (U-Dimension) - You can choose to enable or disable UDIMs for your asset's textures.

  • Texture resolution - Texture resolution refers to the pixel dimensions of each individual texture image file (e.g. 1024x1024, 2048x2048, 4096x4096 etc.)

Texture Settings

  • Texture style- We have 2 default options to choose from: PBR and Hand-painted. 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:

      • 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.

  • Reference 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.

Rig Settings

  • 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.

  • 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.

LoD Settings

LoDs create lower polycount versions of your asset for optimisation. 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 optimised geometry to generate your LoDs. Click "Add another" to keep adding input fields.


Upload Base Model

Base models act as a guide for accessory, clothing, or even hair assets. Once your asset has finished generating, it will be placed on the base model with the correct scale and proportions.

Uploading a base model is optional.


Processing Times

StageTime estimate

High Poly Geometry

Up to 20 hr

Optimised Geometry

Up to 16 hr

Texturing

Up to 20 hr

Rigging

Up to 4 hr

Levels of Detail (LoDs)

Up to 6 hr

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