What game-ready includes here
Our game-ready models pass the list below. Most of it is invisible in a screenshot and all of it shows up in an engine: in frame rate, in shading errors, in a prop that floats above the floor or imports at ten times its size.
- A triangle count inside the budget you set, per LOD
- Quad topology with no n-gons, open edges or inverted faces
- A single clean UV layout with consistent texel density, and a second UV set for lightmaps when the engine needs one
- PBR textures in the maps and sizes agreed, named consistently
- LOD1 and LOD2 reduced from the full model
- Real-world scale in millimetres, pivot at the base, forward axis agreed
- A collision mesh and engine naming on request
- Exported in FBX for the engine, with GLB and USDZ if the object also goes to web or AR

















