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3DOcean: 3D Models Upload Instructions

  1. Don’t Violate Copyright

    It is YOUR responsibility to ensure you have the rights to use any materials. If you are unsure, please contact support to discuss.

  2. 3D Files

    To ensure maximum compatibility, we now require all models to include an .obj file. Once you have exported your model in the .obj format, you’re free to provide any other file formats you wish. Files without an included .obj version will be rejected.

    We currently support the following software packages: Maya, Max, Zbrush, Cinema, Modo, 3DCoat, Lightwave, Vue, AutoCad (.dwg) and Blender. If you are using other 3D software packages you must export your files in either .obj or .fbx format. Anything other then these formats will be rejected.
    DO:

    1. name your scene and everything in your scene in a way that makes sense. Objects, bones, materials, clips, textures, groups … if you can name it, do so.
    2. clean up and optimize your scene.
    3. use groups, layers or what ever means your application offers to organize your objects.
    4. use a naming convention for complex scenes and be consistent with it within your package.

    DO NOT:

    1. triangulate geometry if it doesn’t have to be.
    2. merge objects unnecessarily.
  3. Textures

    DO:

    1. name all your textures descriptively.
    2. use only the common, non destructive file formats used in 3D applications.
    3. make use of naming conventions and decode them in your help file if they are complex be consistent with naming in your package.

    Follow these guidelines if you have included a layered Photoshop file:

    DO:

    1. use layer names.
    2. use layer groups to organize.
    3. use nonstandard fonts if you wish, but DO NOT include the font files in the ZIP.
    4. accurately describe your file format and level of organization in the file description. Be certain to include what software might be required to edit the file if it differs from the standard Photoshop PSD.
    5. include links in the help file and item description to where the user can buy or download all nonstandard fonts separately.
    6. use non-destructive editing methods—masks, vector smart objects and other Photoshop tools—to provide the buyer with the most flexibility.

    DO NOT:

    1. flatten your Photoshop File.
    2. rasterize layers unnecessarily.
    3. merge layers unnecessarily.
  4. Create the Final Download File

    You should create a single ZIP file that contains the final files for download, any documentation and any auxiliary files such as extra images or file formats. This is the file that a user will get when they buy the item. Make it as complete as possible. Always include an easy to follow txt or pdf instruction file (help file) that explains to us and to the user how to use your file. (even if it is as easy as: open file in (software program used) > enjoy!) In this file you must also decode your naming convention if it is not self explanatory (e.g. bn_l_th_kn = non self explanatory vs. bone_left_thumb_knuckle = self explanatory).Please remember to include a small and easy to use test scene if you are uploading a render setup.

  5. Create your Main Preview Image

    Create a preview JPG image of the file. The preview image should be 590px wide and can be as tall as necessary so that you don’t need to do any cropping. The preview should represent as much of your file as possible. Note: Please use the Save for Web function in Adobe software; this strips excess information from the file and keeps the file size small. The maximum file size should be 400kb. A watermark will be applied automatically to the image.

  6. Create your Preview ZIP (optional)

    For each item you may include a ZIP file of screenshots/ renderings depicting the file in a variety of angles. Screenshots should be JPGs, and must be no larger than 1200px in width, but can be any height. You can have up to 10 screenshots of the item, and each screenshot may have a description attached. Here’s how you set up the file:

    1. Name each screenshot in sequence as number_Title.jpg. E.g. 01_Main.jpg, 02_Closeup.jpg.
    2. Create a .TXT file containing a few lines of descriptive text, with the same name as the screenshot. E.g. 01_Main.txt, 02_Closeup.txt.
    3. ZIP up the JPGs and TXTs together into a single ZIP file.
  7. Create a JPEG Thumbnail

    Create an 80px x 80px JPG thumbnail for your file. The thumbnail should represent your item in some way. Note: Please use the Save for Web function in Adobe software; this strips excess information from the file and keeps the file size small. The maximum file size should be 50kb.

  8. Create your 360° turnaround ZIP (optional)

    If you like you may render out a 360° rotation of your model in 24 frames, zip them and upload the package. Users will then be able to view the rotation of your model on the item site. Each frame must be 590px x 590px and in JPG format.Screenshots must be JPGs, be 590px x 590px, and you must have 24 frames. Here’s how you set up the file:

    1. Name each screenshot in sequence as number.jpg. E.g. 01.jpg, 02.jpg.
    2. Zip up the JPGs into a single ZIP file.

    Note: Please use the Save for Web function in Adobe software; this strips excess information from the file and keeps the file size small. The maximum file size should be 50kb. Keep in mind that the complete rotation of your model must have 25 frames (with frame 25 being identical to frame 1). By leaving out the last frame of the rotation in your upload you create a smooth loop of the rotation. Do not use special characters or white spaces in your sequence names.

  9. Including Unity Assets

    When you select the .unitypackage file type option from the “3D File Formats Included” list, it means that you have exported your model in FBX format, loaded it into our viewer template and uploaded that in the “Unity Preview” slot. It also means that you have included the exported unity asset (.unitypackage) in your main ZIP file for download. For Instructions on where to get the viewer template and how to use it follow this link. To export the unity asset for your main ZIP file follow these steps:

    1. Once your model is implemented in the viewer and works as it should, you must select it and its dependencies (select the model in the project list and then go to Assets > Select Dependencies) and then export it as a unity package via , Assets > Export Package.
    2. The Export Package window will pop up, showing you all the files that are related to your selected model like textures and materials. If all is correct, click the export button and choose a name and location for your export and click save.
    3. What you get is a unity asset file (.unitypackage) that you must include in your main ZIP file for download
  10. Upload your files to 3DOcean!

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