Ben Colclough

3D Game Development

TurboSquid Publishing Checklist


Overview


This is a list of actions to perform on every model before I publish on TurboSquid. Since I do real-time models there are more steps involved than with other kinds of models. I used to try to keep track of it all in my head, but the number of requirements and checks to do before publishing keep growing. So, to ensure I don't forget anything, I've made this checklist. Maybe you'll find it useful, too.


Before Baking


  • If the model will be animated, make sure all movable parts can articulate without intersecting.
  • If it's a gun, check for geometry holes during firing or reloading states.
  • If it's a gun, make sure ejection port is large enough for casings to fit through.
  • If it's a gun, make sure the sights are aligned correctly.
  • Triangulate model.
  • Split UV's along hard edges.
  • Check for UV's outside the 0-1 space.
  • Check for UV distortion by applying a checker pattern to the mesh.
  • Check for non-intentionally overlapping UV's.
  • Check for flipped UV faces.
  • If there's extra UV space, give it to small, detailed parts or parts that will be close to the camera in game.

Baking


  • Save two copies of the scene: one for normal/curvature and one for AO bake.
  • Bake normal/curvature/AO in xNormal.
  • Bake color ID in Substance Painter 2.
  • Remove baking artifacts with Photoshop or redo bake.

After Baking


  • Resize model to proper scale. Make object with 1:1:1 scale and attach model to it to make sure transforms are reset (the "Reset Transforms" button doesn't always work)
  • If model will be animated, break off movable parts into separate objects.
  • Move pivot points to sensible locations.

Textures


  • Make sure moving parts don't have AO baked in at unrealistic places
  • Export Base Normal/AO/Curvature/ID/UV Template to seperate folder.
  • Export UE4 textures to seperate folder.
  • Export Unity textures to seperate folder.
  • Copy usage instructions into UE4 and Unity folders.
  • Export specular/gloss textures to separate folder. Test in Marmoset.

Renders


  • In Marmoset, set screenshot size to 1200x1200, transparent background, watermark off. Take thumbnail screenshot, open in Photoshop, make background 247,247,247.
  • get ParkingGarage.tbsky from a past model's folder and put it in this model's folder. Set background to this sky file.
  • Set screenshot size to 2220x1200, opaque background, watermark on. Get 5-30 screenshots.
  • Make 36 frame turntable, rotating counter-clockwise.
  • Save copy of Marmoset scene, use it for wireframes.
  • Import model into UE4 and Unity. Look for errors. Take screenshots.
  • (Optional) 3ds Max viewport screenshot.
  • (Optional) Render of high poly model.
  • (Optional) Image of texture sheets.

Finalizing


  • Set material colors to pure white.
  • Point front of model towards positive x-axis.
  • Strip absolute texture paths.
  • Reset unused material slots.
  • Check again for n-gons.
  • Check again for flipped UV faces.
  • Move parts around to be sure child/parent hierarchies are correct.

Packaging


  • Every .zip needs PBR AO/BaseColor/Metallic/Normal/Roughness/any other relevant textures, Marmoset scenes, ParkingGarage.tbsky
  • Zip up Substance file if feasible for an extra download.
  • Export high poly for bonus download if feasible.

Publisher


  • Upload .max, .fbx, .obj and textures
  • Upload Additional Texture Maps
  • Upload Specular/Gloss Textures
  • Upload UE4 Textures
  • Upload Unity Textures
  • Upload High Poly (if applicable)
  • Upload Substance file (if applicable)
  • If model uses multiple texture sets/materials, make that clear in the description.