FAQ
General
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How to get support
Contact us is indeed a quick and efficient way to reach the support team.
When submitting a message, make sure to provide as much information as possible about the issue you're experiencing. This will help the support team to better understand your problem and provide a timely and accurate response.
Additionally, be sure to check your email regularly for updates from the support team, as they may need additional information or clarification from you to resolve your issue.
How to read file names?
By reading these naming conventions you should obtain clear understanding on content and structure of your purchased assets. Filenames consist of several tokens depending on file type.
Category
|
File name | Description |
Downloadable files | VR4D016788_AT.zip | Filename of final ZIP files published on store consists of product unique code and variant (AT,MT, VFX) |
VR4D016788_MT.zip | ||
VR4D016788_VFX.zip | ||
Product Variants | VR4D016788 | First 10 characters represent unique product code. It is common for all files associated with product. |
VR4D016788_AT | AT - represents 3D models adjusted by automatically generated retopology | |
VR4D016788_MT | MT - represents 3D models optimized by manual retopology | |
VR4D016788_VFX | VFX - represents high quality mashes with hundred thousands of polygons | |
GRA | VR4D016788_AT_UE4 | UE4 - ready for Unreal engine 4.26 and higher |
VR4D016788_AT_UNITY | UNITY - ready for UNITY …. | |
3D Meshes | VR4D016788_AT_K008.fbx | Four characters long code represents polygon count: K at the beginning of the string stands for kilo (000) and M stands for million (000000). |
VR4D016788_AT_K020.fbx | All counts are rounded e.g. 3D mesh with 1.893 polygons will be coded as K002. | |
Textures | VR4D016788_AT_K020_4K_Normal.png | Within texture file name you'll find polygon count information explained above. Textures are suitable for all 3D meshes with the same or lower number of polygons. |
VR4D016788_AT_K020_4K_AO.png | Fourth token represents texture size. Most commonly used is 4K & 8K. | |
VR4D016788_AT_K020_8K_BaseColor.png | ||
VR4D016788_AT_K020_4K_Metalic.png | Last element of texture file name represents texture type. | |
VR4D016788_AT_K020_8K_Roughness.png |
Products & variants
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About Fashion products
Introducing our line of scanned 3D clothes, the perfect addition to any game developer's asset library. Our advanced 3D scanning technology captures the intricacies of real-world garments, resulting in highly-detailed and accurate digital replicas.
With our scanned 3D clothes, you can easily enhance the realism of your virtual characters. The realistic textures and intricate details of the clothing will bring your characters to life, making them more believable and immersive.
Designed to be used plug and play with Unreal Engine - Featuring high texture fidelity, morphology skinned for all Metahuman body sizes and a hand crafted, game ready topology. At the same time, an unskinned and clean source file is included with the product, allowing the developer to match and skin the clothing freely, ensuring a versatile custom usage.
In addition to their realism and versatility, our scanned 3D clothes also offer time and cost savings. By using our digital replicas, you can avoid the time-consuming and expensive process of creating 3D clothing models from scratch.
General questions
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What is PBR?
Physically based rendering (PBR), sometimes known as physically based shading (PBS), is a method of shading and rendering that provides a more accurate representation of how light interacts with material properties. Depending on which aspect of the 3D modeling workflow is being discussed, PBS is usually specific to shading concepts while PBR refers to rendering and lighting. Both terms describe the process of representing assets from a physically accurate standpoint.
What does it mean when product is Rigged?
Rigging is a technique used in skeletal animation for representing a 3D character model using a series of interconnected digital bones.
Specifically, rigging refers to the process of creating the bone structure of a 3D model. This bone structure is used to manipulate the 3D model like a puppet for animation.