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Our workflow:

File Extensions:

All files are always delivered at version 001, because most of the time it would be the first version of our asset in your pipeline.

We use number padding for all our assets allowing to build an endless amount of the same prop variation or style. An example would be a bin asset. When you buy 10 different bundles of bin props and there are 10 bins in one bundle, you will receive 100 files of bins which might use numbers from 001-100. In the future if there will be further releases, the bins will continue the number padding preventing the duplication of a name in the production pipeline.

All of the assets are being delivered in a .zip format, which is compatible with:

  • Windows

  • Mac OS X

  • Linux

All models are being delivered in the following file formats:

  • .abc (Alembic)

  • .usd (Universal Scene Description) (coming soon)

All textures are delivered in

  • .exr

All shaders are delivered in

  • .ma

Model File Naming Convention:

All of our files are being named with the following template:


<asset name>_<asset number>_<Level of Detail>_<version>.<extension>



All of our models are built with real care and we are putting all of our effort to make sure that the assets behave naturally during destruction and in order to achieve that, all assets must be modelled as they would be in real life. For example if the metals are welded in real life then metals are welded into one mesh in the 3d world.

Technical features of the models:

  • Minimal amount of intersections

  • Watertight meshes except of objects which are modular and meant to be welded together after layout.

  • Level of detail going down to screw head level

  • All objects are separate meshes, built in mind for name based shading workflow (Clarisse, Katana, Houdini, Gaffer)

  • LOD04 composed of even topology for material bending and displacements

  • Root group has a pivot in the centre of 3d world.

  • Groups lower in the hierarchy might have different pivots depending whether there is a need for those.

    1. Example would be, a group of a bicycle wheel would have a pivot in the centre of the wheel to allow for easy of animation.

    2. Modular objects would have pivots set allowing for ease of layout and object to object snapping.

Models Sanity Checks:

Our models go through various sanity checks and by purchasing our models you can be sure that our LODs (04,03,02) are fully clean and ready for rendering. The sanity checks which we perform are listed below:

  • Incomplete UV sets

  • Overlapping UVs

  • Cross Border UV shells

  • Presence of more than 1 uv set

  • UVset naming

  • Lamina Faces

  • Ngons

  • Vertex Tweaks

  • Zero Length Edges

  • Intermediate Nodes

  • Non Manifold Edges

  • Non Manifold Vertices

  • Root Group pivot in the world origin

  • Presence of layers in the scenes

  • No Namespaces

  • Smooth Mesh Preview

  • Locked Normals

  • Unfrozen transformations

  • Unknown Types

  • References Nodes

  • Shape suffixes

  • Name as per template

  • Empty Shapes

  • Instanced Nodes

  • Construction History

  • Presence of other shaders than default lambert.

3D scene scale:

1 unit - 1 meter

3D scene hierarchy:

Root group always inherits the file name partially:


<asset name>_<level of detail>_grp

                      <flexible naming>_grp
                                 <inherits group name>_<number padding>_<material tag>_geo












interiorDestro_grp is always a place where we store the details, which are going to be only visible if you destruct an object so if for some reason you won’t need that detail in LOD04 you can delete it, and trust you won’t delete anything else that might impact your quality of the render from outside camera angles.

Levels of Detail:

All levels have the same UVs except of LOD01:

LOD04 - Mesh built for simulations and HQ rendering with displacements.

Ready for:

  • Smoothing

  • Displacements

  • FX RBD and material bending

  • Closeup rendering

LOD03 - HQ rendering mesh

Ready for:

  • Smoothing

  • Midground Rendering

LOD02 - LQ rendering mesh.

Ready for:

  • Background Rendering

LOD01 - dynameshed and decimated mesh

Ready for:

  • Layout

  • Simulation collisions


  • UDIM workflow

  • Meshes have the same per material tessellation. If asset is composed of 5 materials, there might be 5 different tessellations present.

  • Meshes which might have a tileable texture used in the future, must face the same uv direction. Example would be shells with wooden material ID.

  • Around 5-10 pixels space in between shells.

  • Around 10-50 pixels margin from the UV border.

  • Smaller assets don’t have more than 10 udims.

  • Buildings have max 10 udims per floor.

  • UVs might seem all over the place in Standard Quality assets but that's due to a fact that our textures work for Premium: LOD02, LOD03, LOD04 and Standard version of that model allowing you in the future to use one texture package for both of the qualities no matter if you are purchasing Premium or Standard assets. 


  • Texturing is completed in PBR workflow (Physically Based Rendering). That way of delivering textures allows them to be plug and play scenarios in most render engines.

  • Textures are delivered in linear-sRGB and RAW colour space.

  • Textures are delivered in png and exr file format.

  • Textures are delivered in 16-32 bit colour range.

  • Black and White textures are delivered in packed channel workflow.

  • Default resolution: 4k in some cases up to 16k.

  • Textures are delivered in multiple layers to be put inside of the render engine of your choice. That way of delivery allows for easy art direction and detail removal by an artist if it was decided to do so.

  • Also having textures split into multiple of layers allows for easy colour variation of your base material.

Base layer -    contains material information

Dirt layer -      contains dirt material information with an alpha channel

Rust layer -     contains rust material information with an alpha channel

Leaks layer -   contains leaks material information with an alpha channel

Texture layers delivered within an asset package:

Textures file naming convention:


                  <asset name>_<layer name>_<channel name>_<colour space>.<UDIM>.<file extension>



Example of textures delivered:





roughness - 

metallic - 

height - 

ambient occlusion - 



in place of red channel

in place of blue channel

in place of green channel

in place of alpha channel

Packed Channel contains the following:

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