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Question by Blacklight_Snowstorms · Aug 08, 2017 at 12:33 PM · 3d models

Unity Asset Declined For Quality Issues?

Hello everyone!

I am attempting to get myself out there via 3D modeling and the asset store. I submitted my first model, but it was declined because it wasn't high quality enough... I would really appreciate it if anyone could guide me as to how to improve my quality of my models.

Here's a link to my website where I have screenshots and a video of the animations done for my character: http://blacklightsnowstorms.weebly.com/gallery.html

My idea is that I should just leave out the animations since some are pretty bad and then work on those as an update. Is there anything else I could be doing in terms of textures or anything? Thanks to everyone in advance!

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Answer by theANMATOR2b · Aug 08, 2017 at 07:21 PM

Yeah - animations aren't good.

Make sure the rig matches the humanoid rig in Unity - then animations aren't needed. If the rig does not match the humanoid Unity rig - without animations the model will not be accepted.

Can you provide wireframes images of the model? Without these - it is hard to see if the mesh is constructed accurately. From an artist perspective - the texture isn't great, it looks globular, like puddy and kind of muddy. This is usually the result of beginner textures. I don't see any seams in the UVs so that is good.

Can you also provide images of the character in Unity lighting setup.

Are the textures PBR? They don't look like it.

Suggest - modeling 3-5 additional quality models before attempting to re-submit anything to the asset store. In other words - practice.

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avatar image Blacklight_Snowstorms · Aug 10, 2017 at 02:03 PM 0
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Hi! Thank you so much for commenting. Yeah, I knew the animations needed work, so I will practice those.

I have provided a wireframe image, I hope it's good enough, as you guessed, I am a beginner. I am working on another model, and have just learned to retopo, so maybe that will help. I am not sure how the geometry is supposed to look and your perspective would also be appreciated. :)

I am really not sure how to make my textures look better, again, any advice is welcome. Now that I'm looking at the model in lighting again on Unity, is does look really washed out and not high quality... Sigh.

I am looking into PBR, any tips on how to make my textures PBR would be great and much appreciated!

Thank you again for your help.

theinfectedwireframe.png (42.9 kB)
screenshot-201.png (393.0 kB)
avatar image theANMATOR2b Blacklight_Snowstorms · Aug 10, 2017 at 08:21 PM 0
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Good game ready models usually are created using quads. Look into quad modeling.

For good mesh topology - google edge flow for 3D faces, or proper poly flow for quad models, etc etc.

Textures - I'm not the best - but the goal is to make the surfaces look like the material they are made out of, or a stylized look that is 'on purpose'. Look into PBR workflow standards from Allegorithmic and $$anonymous$$armoset. They both are nearly identical - suggest starting with the metallic workflow - even if the model is not metal - because it is easier to get used to.

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