Question What is Game-Ready Certification?
Answer To become certified as Game-Ready, the model must be created with the following specifications:
REQUIRED
Geometry
- All modifications collapsed
- All transformations reset
- All vertices welded
- Low polygon count- must be below or near values in recommended section below
- No lights or extraneous geometry
- Only triangular polygons or quads
Shading
- Image maps must in .bmp, .dds, .tga, .tif, or .jpg format (.jpg allowed, but not recommended)
- Image map dimensions must be powers of two (i.e. 256, 1024, 2048)
- No texture maps referenced from file except for the ones the character uses
- Only default materials
- Only diffuse, opacity, specular, bump, reflection, and normal maps
- Only images maps, no procedural textures
- UV mapped
- Texture map naming is descriptive but short "mychar_head_256.tga" and contains no spaces
- Widest dimension maximum is 2048 pixels
Publishing
- All Technical Details must be filled out (i.e. Polygon Count, Vertices)
- At least one shaded thumbnail only showing the contained objects must be included. (i.e. without backdrop or special lighting)
- At least one wireframe thumbnail must be included
- File format must be .3ds, .gmax, .ma, .mb, .max, .xsi, .obj, .lwo, .dxf, or game specific format
RECOMMENDED
Geometry
- Minimize concave polygons (unless required for object shape)
- Minimize double-sided polygons (unless specifically required for object)
- No Holes
- No coplanar faces / No intersecting polygons
- Only two polygons per edge
- Pivots at origin
- Scaled close to default proportions
- Unified normals
- Recommended polycounts
-
- Characters < 5,000 polygons
- Vehicles: 3-6,000 polygons
- Weapons: 1-2,000 polygons
- Static Objects: up to 3,000 polygons- (i.e. basic props, lamps, desks, chairs, buildings, shapes)
Shading
- Single, unified image map per object
Source: Turbosquid.custhelp.com Certification