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.
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.
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UV Unwrapping Settings
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Texture Settings
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Rig Settings
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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. | |
You can further customise 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. Ex: details are not needed for back/bottom parts of the asset Technical specifications can be notes relating to how your asset is generated. Ex: topology should be most dense in the hair, pivot point should be at the bottom of the model | |
After you've configured the settings, you can save it for future generations by checking the box next to "Save Configuration." The saved configuration will be found under the "Custom" tab in the Create page. |
Processing Times
Simple assets
Background props and environment assets
Stage | Time estimate |
---|---|
High Poly Geometry | Up to 8 hr |
Optimised Geometry | Up to 6 hr |
Texturing | Up to 8 hr |
Rigging | Up to 2 hr |
Levels of Detail (LoDs) | Up to 2 hr |
Complex Assets
Characters and hero assets
Stage | Time 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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