Art Asset - Overview / Guidelines What is an Asset? In a production pipeline, (both animated films and video games), art assets are finished pieces that are ready to be used in a scene. Creating an asset is more than making a model and submitting a .blend file. A completed asset involves all of the surrounding work to enable the next person in the pipeline to effectively drag-and-drop the asset into the scene, and have everything just work. What's expected? For a 3D game, a finished asset includes: Art Source Content: A .blend source file for the high-res model checked into the `art-source` repository: file in the right place with the correct 'snake_case' naming convention. A collection inside the file named correctly for the asset. A .blend source file for the low-res model checked into the `art-source` repository: file in the right place with the correct 'snake_case' naming convention. A collection inside the file named correctly for the asset. A "collection exporter" set up for the asset saved with the correct export settings, with the export path pointed at the correct location in the `game` repository. UV unwrapped correctly. Materials assigned correctly. Topology prepared for game: No n-gons Reasonable polycount other validation. - TODO add more about validation. A set of input 'mesh maps' saved as .png files in the same folder: asset_name_mesh_id.png - ID map asset_name_mesh_world_normal.png - High-res world space normal (16 bit depth). asset_name_mesh_tangent_normal.png - High-res tangent space normal (16 bit depth). asset_name_mesh_ao.png - High-res ambient occlusion asset_name_mesh_curvature.png - High-res curvature A textures set of baked output textures channel packed and saved as .png files in the same folder: asset_name_abedo.png - (Color map aka "Base Color") asset_name_normal.png - (16 bit) asset_name_orm.png (Channel packed Occlusion, Roughness, Metallic). In-Game Content: A pair of asset_name.gltf + asset_name.bin files exported into the `game` repository via the "export collection" in the source .blend file. One or more materials for the model: asset_name_mat.tres OR e.g: asset_name_head_mat.tres asset_name_body_mat.tres asset_name_armor_mat.tres All textures from the model's texture set imported with the correct settings: asset_name_albedo.png asset_name_normal.png asset_name_orm.png A scene for the asset: asset_name.tscn Simple colliders assigned: SphereShape3D BoxShape3D CapsuleShape3D CylinderShape3D - NOTE: this is reportedly buggy, we need to test it before approval, use Capsule instead.  If absolutely necessary: ConvexPolygonShape3D ConcavePolygonShape3D LODs created or generated for the model.