Pro edition
Asset Spec.
The demo is the seven checks a client should demand. This is the other side of the same document — the 10-line specification sent before work starts, so that none of the seven is ever a discovery. The failure mode in this trade is not the wrong number. It is no number, and two people quietly assuming different ones.
The specification
| Field | Default | Why this one |
|---|---|---|
| Units and scale | Metres, 1 unit = 1 m | Stated in the spec, not inferred from the file. The single most common integration failure, and free to prevent. |
| Up axis | Z-up, -Y forward | Whatever the target wants. What matters is that it is written down rather than discovered on import. |
| Pivot | World origin, base of object | Or the hinge, or the mount point — but named per asset type rather than left to whoever was modelling that day. |
| Topology | Quads, loops at deformation | N-gons permitted only on flat, non-deforming faces, and only where they save real time. |
| UV layout | Non-overlapping, 0–1 or udim | Overlaps are allowed only where explicitly agreed for mirrored parts, and never on anything that has to bake lighting. |
| Texel density | 10.24 px/cm at 2K | One number for the whole set. Consistency matters far more than the value — a crisp panel next to a soft one is worse than both being soft. |
| Material slots | Max 2 per prop, 4 per hero | A draw-call budget in disguise. Priced into the model rather than fixed afterwards by somebody else. |
| Map set | BaseColor, Roughness, Metallic, Normal, AO | Named exactly, in that order, with a stated convention for the normal map’s green channel. |
| Naming | SM_<set>_<object>_<variant> | Any convention beats none. This one is chosen because a stranger can parse it without documentation. |
| Formats | FBX + glTF + source | FBX for pipelines, glTF for anything web or preview, and the source file because a delivery only its author can open is not one. |
What survives a round trip
Half of every “the file is broken” email is a format that was never going to carry the thing somebody expected it to carry.
| Format | Keeps | Loses | Use it for |
|---|---|---|---|
| FBX | Hierarchy, pivots, UVs, smoothing, basic materials | Procedural anything, modifier stacks, node graphs | The default for game and film pipelines, and the one most likely to be asked for. |
| glTF | PBR materials properly, hierarchy, animation | Multiple UV sets in some importers, custom shaders | Web, preview, and anything a client needs to open without buying software. |
| OBJ | Geometry and UVs, and very little else | Hierarchy, pivots, animation, real materials | Only for a single static mesh. It is not a delivery format in 2026 and asking for it usually signals a misunderstanding. |
| USD | Nearly everything, including layering and variants | Little — but tooling support is uneven outside film | Increasingly the right answer for large scenes; check the target reads it before agreeing to it. |
| Source | Everything, by definition | Portability to anyone without the same software | Always shipped alongside, never instead. |
Acceptance, in six artefacts
-
01
Wireframe screenshot, front and three-quarter
Catches: Topology, density distribution, hidden n-gons
-
02
UV layout screenshot
Catches: Overlaps, wasted space, inconsistent density
-
03
Bounding box in millimetres
Catches: Scale errors, which is most integration failures
-
04
Outliner screenshot
Catches: Naming, hierarchy, stray objects left in the scene
-
05
Triangle count against the stated target
Catches: Budget overruns while they are still cheap to fix
-
06
Import test into the actual target
Catches: Everything the other five miss, and it takes ten minutes
Six artefacts, none of which takes an artist more than a minute to produce, and together they catch essentially every failure that would otherwise surface a month later. A studio that will not send them is telling you something.
6 things that go wrong without one
- No units in the spec, so the asset arrives at 100× and every scene value downstream is wrong.
- Texel density unstated, so a hero panel and the wall beside it are visibly different resolutions.
- Material limits agreed verbally, discovered as twelve draw calls on a background prop.
- OBJ requested by habit, losing the hierarchy and the pivots the spec spent a paragraph defining.
- Approval given from renders, with no wireframe ever requested.
- A normal-map green channel convention nobody wrote down, and every surface subtly inverted.
Defaults here suit hard-surface and environment work for real-time targets. Character, film and simulation pipelines each add constraints this sheet does not cover, and borrowing a spec from the wrong discipline is worse than writing a short one from scratch.