Submission Guidelines - Models
Last Updated: June 29, 2025
File Formats
Submissions MUST include either a .obj or .dae file. Every model in the submission must be available in at least one of these formats.
.OBJ Limitations
.OBJ is limited, but has a small file size and wide support. .OBJ files require an external .MTL file to define material properties. .MTL files are usually generated automatically when an .OBJ is exported. Please include the .MTL file with your submission.
.OBJ does NOT support bones, animation, vertex colors, or individual mesh axis points. You should use .DAE instead if you want to include any of these features, though you're welcome to still include the .OBJ as an additional option.
Additional Formats
You are free to include other file formats as a extra in your contribution, so long as one required format is also provided. The main extra formats to consider are .FBX, .GLTF, and .SMD, though others may be accepted as well. Proprietary formats such as Blender's .BLEND or 3DS Max's .MAX are not allowed, as they can only be opened by specific (and not always free) programs. The only exception is that proprietary format files may be included for Custom/Edited models.
If you include .FBX or .GLTF models, don't include textures inside the file. This increases the file size and generates redundant texture files. We will reject any FBX/GLTF models using this option.
Raw game model asset files are not allowed under any circumstances.
Texture Formats
Typically, PNG is the only allowed texture format.
Rendering Icons
Because models are not images, icons must be created in a 3D modeling program of your choice. All 3D model programs have the ability to generate (“render”) images of a model. Here are some tips on creating icons:
• Render with a transparent backgrounds. Some environment models may big enough to just fill the entire icon.
• Don’t just screenshot of the application. Take the time to learn how to create a render.
• Render at the correct size. Don't upscale a small render. Shrink a larger render is acceptable.
• The models should be well-lit. Try to aim light the model to retain texture detail. Flat lighting is allowed, but not recommended.
• Use icon space reasonably. Not too zoomed in, or zoomed out. Make it easy to discern what the submission is for.
Small Icons
• Since the icons are small, focus on making the images easily identifiable.
• You don’t need to show the whole model. For characters, focus on their face or upper body. For environments, focus on an important landmark.
• If your submission has more than one model, you don’t need to show them all. Choose the most important or most identifiable.
• For models that rely heavily on shaders, it's okay to replicate them to make the model more identifiable.
Big Icons
For a large preview icon (750px x 650px), keep it as informative as possible. Don't add additional shaders or fancy lighting. It should be representative of the contents of the submission.
Submissions MUST include either a .obj or .dae file. Every model in the submission must be available in at least one of these formats.
.OBJ Limitations
.OBJ is limited, but has a small file size and wide support. .OBJ files require an external .MTL file to define material properties. .MTL files are usually generated automatically when an .OBJ is exported. Please include the .MTL file with your submission.
.OBJ does NOT support bones, animation, vertex colors, or individual mesh axis points. You should use .DAE instead if you want to include any of these features, though you're welcome to still include the .OBJ as an additional option.
Additional Formats
You are free to include other file formats as a extra in your contribution, so long as one required format is also provided. The main extra formats to consider are .FBX, .GLTF, and .SMD, though others may be accepted as well. Proprietary formats such as Blender's .BLEND or 3DS Max's .MAX are not allowed, as they can only be opened by specific (and not always free) programs. The only exception is that proprietary format files may be included for Custom/Edited models.
If you include .FBX or .GLTF models, don't include textures inside the file. This increases the file size and generates redundant texture files. We will reject any FBX/GLTF models using this option.
Raw game model asset files are not allowed under any circumstances.
Texture Formats
Typically, PNG is the only allowed texture format.
Rendering Icons
Because models are not images, icons must be created in a 3D modeling program of your choice. All 3D model programs have the ability to generate (“render”) images of a model. Here are some tips on creating icons:
• Render with a transparent backgrounds. Some environment models may big enough to just fill the entire icon.
• Don’t just screenshot of the application. Take the time to learn how to create a render.
• Render at the correct size. Don't upscale a small render. Shrink a larger render is acceptable.
• The models should be well-lit. Try to aim light the model to retain texture detail. Flat lighting is allowed, but not recommended.
• Use icon space reasonably. Not too zoomed in, or zoomed out. Make it easy to discern what the submission is for.
Small Icons
• Since the icons are small, focus on making the images easily identifiable.
• You don’t need to show the whole model. For characters, focus on their face or upper body. For environments, focus on an important landmark.
• If your submission has more than one model, you don’t need to show them all. Choose the most important or most identifiable.
• For models that rely heavily on shaders, it's okay to replicate them to make the model more identifiable.
Big Icons
For a large preview icon (750px x 650px), keep it as informative as possible. Don't add additional shaders or fancy lighting. It should be representative of the contents of the submission.