TurboSquid Publishing Checklist
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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.