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comment(12) What makes a good submission?
Posted by EvZonius - September 19, 2026 7:10 PM
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Heya everyone! EvZonius here with another model update. This time we have more than 1500. Amazing!

This time i'd like to discuss what makes a good submission. Have you ever encountered any textures that dont seem to be coloured right? Then chances are you've got what we call a Packet Texture on your hand. Usually these have suffixes like 'ORM', 'ID' or 'M(ask)'. For your uploads to be approved these need to be split into their seperate colour channels because not every program can split these like Blender can.

Does your model have a Normal Map texture? Then make sure its converted the right way! Both can be accomplished using Peardian's Texture Remix Tool

When your model has multiple UVmaps it is required to split these. This can be done by making a copy of the mesh and then deleting the UVmaps from these meshes until you have one of each!

For other information on how to make your submissions perfect check out more information here and use Dazz' Tools Model Analyser to check how you are doing.

So please use all this information to make your submissions better than ever! As always, if you have any questions you can also ask us or other users for help on our
Assets in this update: 1,554arrow_right
arrow_right [33] Custom / Edited
arrow_right [12] 3DS
arrow_right [7] Browser Games
arrow_right [363] DS / DSi
arrow_right [8] GameCube
arrow_right [133] Mobile
arrow_right [19] MS-DOS
arrow_right [43] Nintendo 64
arrow_right [118] Nintendo Switch
arrow_right [583] PC / Computer
arrow_right [106] PlayStation
arrow_right [34] PlayStation 2
arrow_right [7] PlayStation 3
arrow_right [2] PlayStation 4
arrow_right [7] PlayStation 5
arrow_right [20] PlayStation Portable
arrow_right [8] SNES
arrow_right [39] Wii
arrow_right [6] Wii U
arrow_right [1] Xbox
arrow_right [5] Xbox 360

Comments (12)


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It's not "dragging the quality of model rips down" as it really doesn't effect anything (also makes models easier to use (says the one (me) that only messes with 3ds models but still makes it easier for others)) and not all pc's can run blender (mine struggles to even open textures), and before you say anything not everyone can afford (or are able) to buy high end pcs/laptops
Guilmon_Digi Sep 25, 2026 3:25 AM
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well then they can learn to use blender instead of dragging the quality of model rips down with them.
DenniP39 Sep 25, 2026 3:03 AM
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Because not everyone uses Blender or Maya, plus maybe not everyone knows how to use those texture types, Plus it makes those models useable by more people
Guilmon_Digi Sep 23, 2026 3:54 AM
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I see, it was fun ripping Game Banner & Icons around the Spriters Resource as well
Cactus_DaNn_Jr. Sep 23, 2026 2:57 AM
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Can I split the UV Layers in 3ds Max?
Lilothestitch Sep 23, 2026 1:02 AM
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I've been thinking of ripping models, is unity asset ripper safe?
Guilmon_Digi Sep 22, 2026 11:30 PM
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Hey y'all, unrelated to this topic but I've thought about leaving for a bit. I've been on this site for a long time and had fun ripping from games I took interest in but lately I haven't been doing too much. Mostly because I've been taking more of my time on Retroachievements and I recently became employed. Also I haven't found too much games that take my interest I thought about ripping from.

I'm happy to have shared a lot of stuff from all sorts of games though.
BillyGaming964 Sep 20, 2026 8:37 PM
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packed texture, not packET texture
DerpBox Sep 20, 2026 5:46 PM
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Some things you should get caught up on based on my knowledge about these. (This usually applies on newer games)
• Developers intentionally make packed textures (for one RGBA channel each) to save space, not everybody knows how to use these so we split them. this can be reversible if the filenames have an ending like _r _g _b _a using Texture Remix.
• The "converted" normal map textures have their channels swapped, so they can have less compression artifacts depending on how it's compressed (learned that when i was modding a game). here's an example, the usable normal maps red channel goes to it's alpha, the green channel staying the same, and the red and blue being blank to be that way (this can vary in each game). sadly this isn't reversible but is more usable than its original state.
• And lastly multiple uv maps. just like how one uv map binds the texture to the geometry, multiple can add more details to it's materials (only if they aren't useless in some cases). some programs and formats (such as an .obj) don't support them so we split them to different meshes. this is the hardest to reverse but you can have to unsplit version along side it, if it's a format that suports them,

I think this is a bit of an exaggeration, but i'm afraid of editing rips too. but hey! at least the model is still usable, and better more usable.
Somwonere Sep 20, 2026 4:44 PM
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yall done lost your fucking mindsssss why are we telling rippers to modify the texture/model data of their rips for the fringe cases of people using something that isn't blender or maya/3ds max.
DenniP39 Sep 20, 2026 3:39 PM
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"What makes a good submission?"

IF I WERE A BAD SUBMISSION I WOULDN'T BE SITTIN' HERE DISCUSSIN' IT WITH YA NOW WOULD I??
Unoriginal_Fox Sep 19, 2026 9:54 PM
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the New Hyrule Express Line is back on tracks.
Next Station: Spirit Train set fully remodeled.
Koyosei Sep 19, 2026 8:34 PM