This document is created to provide clarity to all contributors submitting 3D Assets for review by ActionVFX. The goal is to ensure all contributors are following the standards we hold for our own products, thus eliminating many rounds of review or rejection of a collection.
Important:
Not all guidelines pertain to every asset being created.
This document will be updated from time to time.
Submission Checklist for 3D Models
General
There are no logos present.
There are no real license plate numbers, aircraft numbers, or other identifying information being used.
Original Project Files
No unused textures or materials are present in the project.
No other geometry other than the asset being sold.
The asset is ready to render when opening the project. The only task a user would need to do is add a light and start the render.
Geometry
Polygon count is high enough for 4K renders.
Quads are used for all geometry unless not possible.
The asset is to real-world scale.
The asset is centered at the world origin and is sitting on the ground plane.
Pivot points are positioned and oriented for accurate animation of all movable geometry and groups. (i.e. doors, handles, hinges, etc.)
Pivot points are baked (Note: Custom pivot points are not supported in OBJ file format)
The asset has clean and complete UVs.
Face and vector normals point outward.
Holding edges are used where necessary so the model keeps its shape when subdivided.
The asset can be subdivided without stretching or pinching surfaces.
All geometry and groups are named using meaningful names.
All geometry is grouped in a meaningful and organized manner.
There is no floating geometry or points.
There are no holes in the geometry.
No additional geometry or lights are present other than the asset being sold.
Textures
All textures used can be legally distributed with the model
Textures are named using correct naming conventions > [Asset_Name]_[TextureType].[file extension]
Folder structure follows ActionVFX guidelines
Roughness/Metallic PBR textures are included
Textures are provided as 16-bit PNG images
If Unreal textures are provided, they are 8-bit JPG images
Textures are provided in 4K resolution (4096x4096)
If other texture resolutions are provided in addition to 4K, they are from the approved list of texture resolutions
General
There should be no trademarked logos used in the design of any 3D model. This ensures there are no legal issues when selling the asset.
Identifiable information such as license plate numbers, aircraft registration numbers, etc., must be fictitious. The use of real identifiable numbers and characters is strictly prohibited.
Geometry
Poly Count
This will vary depending on the asset but as a general rule of thumb, if the asset is smaller than a car, it should be able to be rendered filling a 4K image, without visible artifacts from the geometry. Larger objects should be able to be rendered with the camera even closer.
Large Objects (Vehicles, buildings, etc.)
Large objects should be able to be rendered with half of the asset filling the frame in a 4K render, meaning the camera will be 2x closer than if the whole asset were visible since medium close-ups of vehicles and buildings are common.
Small Objects (Handheld items, guns, chairs. etc.)
The objects should hold up when rendered full frame in 4K.
Quads Preferred, Triangles Tolerated
The model should contain only quads whenever possible. If tris are needed to not overcomplicate a portion of a model, they can be used to do so but should be used sparingly.
*Quads are not required for photo-scanned assets.
Subdivision
Models should be able to be subdivided without excess pinching, stretching, deformation, or other errors.
Real-World Scale
Models should be built to their real-world scale.
Center at World Origin/Pivot
The model should be centered at the origin (0, 0, 0) and should sit on top of the ground plane without passing through the ground. The pivot point of the overall model (the highest-most Group) should be at the origin.
Object and Group Origin/Pivot
Objects and Groups should have pivot points that are positioned with animation in mind. They should be located at a position and orientation that allows the object to be animated as it would move in the real world without needing to change the pivot point.
For example, a door on a car should have its pivot point at the hinge of the door and it should be in the correct orientation so that when someone selects the door Group, they can immediately rotate the door and it opens correctly.
For all objects that are not “functional” like doors and wheels, the pivot point should be at the origin or centered in the center of said object. An example of this would be the hull/body of a helicopter model.
Pivot points should be baked before export so they are retained in the FBX and any other supported exports. Note: OBJ do not support this.
UVs
All models should have clean UVs that allow a user to easily adjust textures or retexture the element completely.
Normals
Face and Vertex Normals should be clean and should point outward.
Holding/Support Edges
Holding edges should be present so the model retains its shape after subdivision.
No Floating Points and Geometry
There should be no floating points or geometry in the scene. All geometry of a model should be attached to at least one other object and unused, floating points and surfaces should be removed.
No Holes in Geometry
There should be missing surfaces or points which cause there to be visible holes in the geometry.
No Additional Geometry or Lights
There should be no additional geometry, lights, cameras, HDRIs, or other unused items in the file/project other than the asset being sold.
Grouping/Hierarchy
All objects should be in a meaningful grouping/hierarchy for easy selection and transformation. Example can be found bellow under Naming Conventions.
Naming Conventions
Each object and hierarchy should be named with unique, meaningful names that describe the item well.
AH-1Z_super_cobra_helicopter
body_GRP
doors_GRP
right_door_GRP
[object_name]_GEO
window_GEO
left_door_GRP
[object_name]_GEO
rotor_GRP
main_rotor_GRP
[object_name]_GEO
blades_GRP
[object_name]_GEO
interior_GRP
cockpit_GRP
[object_name]_GEO
Etc.
Textures
File Specifications
Textures should always be provided as 16-bit PNG images.
The only exception is for Unreal specific textures. These should be 8-bit JPG images.
Resolution
4K (4096x4096) textures are required for all 3D models being on sold on ActionVFX.
Other texture resolutions will also be accepted but 4K textures must always be included.
Other textures that are allowed to be provided in addition to 4K textures are:
16K (16,384x16,384) - Not recommended for UDIM textures
8K (8192x8192) - Not recommended for UDIM textures
2K (2048x2048)
1K (1024x1024)
Legally Distributable Textures
All textures must either be custom-made or from a source that allows the legal redistribution of the textures. ActionVFX highly recommends the use of only custom-made textures.
Custom-made textures are those made with texturing software such as Substance Designer and Substance Painter.
There are also resources for textures which allow the redistribution of the textures in stock assets. At the time of writing this (May 9, 2024) Textures.com allows the redistribution of their Regular Images but not their Special Content which includes all PBR Materials on the site. The Regular Images in this case would be allowed to be used in products submitted to the ActionVFX Marketplace. See Article 6 of their terms. If you use their regular photos, you'll need to add the following text to the documentation accompanying the model:
"One or more textures on this 3D model have been created with photographs from Textures.com. These photographs may not be redistributed by default; please visit www.textures.com for more information."
Types of PBR Textures
PBR Metallic/Roughness textures are required for all assets. This includes the following texture maps:
BaseColor
Normal
Metallic
Roughness
Additional maps such as AO, Height, Displacement, etc. should be included when needed.
PBR Spec/Gloss textures are recommended for all 3D models but are not required.
If you are providing Spec/Gloss textures, the following maps are required:
Diffuse
Normal
Glossiness
Specular
Additional maps such as AO, Height, Displacement, etc. should be included when needed.
PBR Unreal textures are recommended for all 3D models but are not required.
Unreal textures should always be provided as 8-bit JPG images
If you are providing Unreal textures, the following maps are required:
BaseColor
Normal
ORM - A single texture with Ambient Occlusion in the Red, Roughness in the Green, and Metallic in the Blue channel.
Additional maps such as Height, Displacement, etc. should be included when needed.
Texture Naming Conventions
Textures must be named using the following naming convention.
[Asset_Name]_[TextureType].[file extension]
Examples:
Canyon_1_BaseColor.png
Canyon_1_AO.png
UDIM Examples
Canyon_1_BaseColor.1001.png
Canyon_1_AO.1001.png
Folder Structure
The folder structure for 3D models and assets is as follows. Anything that is underlined is a file. Everything else is a folder name.
📁Asset_Name
📁FBX
Asset.fbx
📁TEXTURES
📁PBR_Rough-Metalic Metallic
TextureName.png
📁PBR_Spec-Gloss
TextureName.png
📁OBJ
Asset.obj
Asset.mtl
📁TEXTURES
📁PBR_Rough-Metalic Metallic
TextureName.png
📁PBR_Spec-Gloss
TextureName.png
📁Software Specific Files (i.e. “MAYA” or “BLENDER”)
Project files.ext
📁TEXTURES
TextureName.png
Final Deliverables
There are to be 3 file types for final deliverables that will be uploaded to ActionVFX.com. Additional deliverables can also be provided, but these 3 are the required formats. A separate folder of all texture maps is also required.
Deliverable #1: Original Project Files
This is the full project that contains the textured asset. Maya is the preferred file format but other formats will be accepted.
Deliverable #2: FBX
An .fbx file of the geometry including the textures.
Deliverable #3: OBJ
An .obj file of the geometry and an accompanying mtl. File.
Deliverable #4: Textures
A folder containing all texture maps for the model.
Website Preview (Hero) Renders
In order to showcase the models on the website, you’ll need to provide some high-quality renders. Below are the guidelines to follow for these renders. Note: Your renders cannot contain any URLs and branding to external sites.
Resolution
Renders should be UHD (3840x2160) for all preview images.
Renders should be HD (1920x1080) for all turntables.
Format
Deliver preview renders as a high-quality JPEG.
Beauty Renders
There should be 4 or more images (most of the time more than 4 is needed) that show off all sides of the model in a meaningful way. There are typical camera angles we use, but in some cases, it will make sense to change these angles.
Note: All beauty renders should have the asset filling the frame.
The typical camera angles are as follows:
45º Slightly Above (Hero Angle)
Front
Side 1
Back
Side 2
Top
Bottom
Creative Camera Angles (these can be close-up renders or additional camera angles than what is listed above. Show off all the best details of the asset)
Wireframe Renders
In addition to the 4+ Beauty Renders, there should also be 2 or more Wireframe Renders. These renders should show the wireframe (the wireframe should be shown on the surface of the model with no textures) of the model to highlight the great topology. The camera angles used here should be ones that are both appealing and show as much of the model as possible.
Turntable Renders
There will be a 360 viewer on each product page that will show each model on a turntable.
This render will be 60 frames long and rendered in HD (1920x1080).
Instructions
Position your asset at the origin.
Choose an appealing camera height that shows the asset well and allows you to show the full asset in the frame.
Set a keyframe on frame 1 for the asset at a rotation of 0.
Move to frame 61 and set a keyframe after rotating the asset a full rotation counterclockwise (the part of the asset closest to the camera should move to the right across the screen as seen on our product pages).
Select both keyframes and set the interpolation to “linear” to ensure the animation loops seamlessly.
Preview the animation and ensure that the asset stays centered in the frame at all times. If the asset is not centered or breaks the frame during the animation, adjust the pivot point of the asset.
Render only frames 1-60 (do not render frame 61) as PNGs or EXRs with alpha.