Hero Market Guidelines
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The new Hero Market provides a range of quality content for developers by developers to purchase download and use for both hobbyist and commercial projects. All content in the Hero Market is selected for distribution through a combination of HE community feedback and IF Studios review to guarantee value and functionality within the HeroEngine. 


Quality of Content

   In order to ensure a high level of quality and consistency, all content available on the Hero market must meet specific guidelines during submission. All submissions must integrate seamlessly with any HeroEngine project with consistent scale, orientation, brightness and other attributes where appropriate. Providing easy to understand documentation, verifying your submission is tested and works as described, and designing your submissions to be easy to use are all signs of quality work that will help your assets to stand out and ensure sales. 

 

Statement of Support and Maintaining your Content

   With the exception of all IF Studios artwork on the Hero Market, support for your assets is important. Support can be given through the forums, messaging or through your own email. High level of support of your assets will also ensure positive sales. The most important thing you can do besides high quality, easy to use submissions is to be responsive and respectful towards others questions, comments and issues. When a developer makes a purchase on the Hero Market, they want to feel confident that the content is as advertised and that the creator will help with any issues or questions they may have. This will have a direct effect on your success of sales. 

   Content creators are expected to keep their content up to date with each new major engine version and to fix errors that arise after their content has been published on the Hero Market. If a content creator is unable or unwilling to fix serious errors with their content, Idea Fabrik reserves the right to remove the content from the Hero Market. For updating or fixing any issues due to changes or updated versions of the engine, you have 14 days to update your content.

 

Content type accepted

The following types of content are currently being accepted in the Hero Market 

  • Static Asset packs containing 4 or more assets
  • Characters (Static or Dynamic), where 1 rigged character is the minimum
  • Animation Packs containing 4 or more animations (must be HE, Max or Maya compatible)
  • GUI Image sheets
  • GUI XML (Visual Only)
  • Texture Packs (4 or more DDS textures)
  • Environment Schemes
  • Terrain Schemes (Must include the textures in the TerrainMaps directory.)
  • Audio files

   Not all asset types will require all of these technical specifications, but we do ask that you provide as much of this information as you can. This not only helps us with the review process of your content, but it will help potential paying customers understand what they are getting. The IF Studio team will request additional information if we decide the technical specifications are not detailed enough. We will always be reasonable, but we still do reserve the right to reject submissions that are unwilling to offer enough information when requested or if the submissions do not meet our requirements. 


Content Requirements

Safe and Restricted Content

   Most content is is allowed, however any adult oriented or pornographic content is not allowed to be sold on the HeroMarket. Please try to keep your assets Work Friendly.  

 

Scale and Orientation

 

Asset, Texture and Material Naming

    When you are creating your assets try to give them a unique name so conflicts with naming inside the engine can be avoided. Each asset, texture and material must have its own unique name. Try to avoid naming your assets things like Modular_, Building, Male, and so on.  A few good rules of thumb and tips for naming can achieve a unique naming system that will help prevent any conflicts in directories or with other assets in the engine.

  • Use a unique prefix and suffix for all your assets; your initials or a special set of 3 letters that make your assets unique. Example: abc_RockieLarge_00.hgm/abc_RockieLarge_00.max
  • Use file or asset name in the material names (Default or Hero Materials):. Example: abc_RockieLarge-a, abc_RockieLarge-b, abc_RockieLarge-c, etc.
  • Reuse names for pack assets within the same group with a unique suffix. Example: abc_RockieLarge_01.hgm, abc_RockieLarge_02.hgm
  • Be as descriptive but short in your asset names. Example: abc_RockieLarge_01a.hgm, abc_RockieMedium_01a.hgm, abc_RockieMedium_01b.hgm
  • Use a combination of Camel Casing (ThisIsModelOne), Underscores(_) and tacks (-).

 

Folder Hierarchy

  All assets must be created and/or exported under the correct directory structure. In most cases this is under :\HE\world\livecontent\ 

 

Static Assets

All static assets must be created/exported in the following directories: \HE\world\livecontent\Assets\XX\
All textures must be located in a subfolder named Textures: \HE\world\livecontent\Assets\XX\Textures\XX.xxx
Other assets do have their own specific directories under \HE\world\livecontent. Custom subdirectories are okay and suggested in most cases. 

  • Audio: \HE\world\livecontent\audio
  • CubeMaps: \HE\world\livecontent\CubeMaps
  • DynamicDetails: \HE\world\livecontent\DynamicDetails
  • globalparticles: \HE\world\livecontent\globalparticles
  • HeightmapBillboards: \HE\world\livecontent\HeightmapBillboards
  • Skydomes: \HE\world\livecontent\Skydomes
  • TerrainMaps: \HE\world\livecontent\TerrainMaps
  • TerrainSchemes: \HE\world\livecontent\TerrainSchemes (Must include the textures in the TerrainMaps directory)

 

GUI and XML assets

   Naming is important for this area as well, Using the naming rules listed above (Asset, Texture and Material Naming) you can easily keep unique content from causing conflicts with other GUI systems in place. 

  • GUI Textures: \HE\GUI
  • GUI XML files: \HE\GUIXML (must include any and all textures used in the above directory)

   If you want to include any functionality, please add the information on how to achieve the the result in your Documentation file as a step by step guide. If you do not include any functionality in the GUI XML layout, state that clearly in your description and use a generic placeholder for that command.  

 

Dynamic assets

► Is there still a requirement for all dynamic characters to go into the HE\Character\dynamic_2 directory? 

 

Audio Assets

http://hewiki.heroengine.com/wiki/Audio 

 

Static Mesh Requirements

    As with any engine, all art assets have specific requirements to provide high quality art that can be used in HeroEngine or any other game engine. These requirements helps to keep consitancy between all art assets a developer may require, as well as keep them as opsimized as possible for better performance.

 

Per Mesh size Requirements

   The limit for any single mesh in HeroEngine is 99x99x99 meters. If you have an asset that is larger you can break it up into smaller pieces keeping the same point of origin to allow easy use and placement in the world.  

 

Point of Origin

 

Grid Snapping

 

Triangle Counts

 

Texture sizes and types

   Due to limitations to not only render engines in general but also to reduce latency for users and gamers, all texture files should be a size of 2048 or lower using the power of two rule. texture sizes of 512 to 1024 are the most optimal for games. Some of the most common file sizes (and examples of “power of two”) are as follows: 

  • 128x128 
  • 128x512 or 512x128 
  • 512x512 
  • 512x1024 or 1025x512 
  • 1024x1024 
  • 1024x2048 or 2048x1024 
  • 2048x2048 

   All textures must be in either .dds for 3d assets or .dds or .png for GUI textures. The .dds format has options for optimizations and can be saved as dtx1 through dtx5 depending on the purpose and use of the textures. For 3d assets include DDS format mips when you save your images. You can select the number of mipmaps you would like to use. The most common is a range between 3 to 5 mips per texture. 

 

UV Layout

 

Skeletal and Animation Requirements

 

Animation Importing

 

Rigging and the IF Studio Skeleton

 


Preparing your Submission

   The following section outlines what is required for your submission. There are a few steps that are important to take to ensure a high quality asset and to help you get the most sales possible.  

When you are finally ready to deliver your asset pack to us, please ZIP all required directories and files.  

 

Preparations and Packaging

Remove any unused content 

Make sure you remove any unused content from your files. For any 3d art files: 

  • Remove any test meshes.
  • Make sure your 3d art files are clean of any isolated vertices.
  • Make sure you have no nGons included in the meshes
  • Remove any unused materials from the file

 

Mesh and Texture Screenshot Image requirements

All screenshots must be a jpg and must follow the following size requirement: 

  • Medium: 700px (width) x 420px (height)
  • Large: 1000px (width) x 600px (height)

 

Audio Sample Requirements

All audio submissions must be in mp3 format. They must be at least 10 seconds long but no more than 5 seconds long. These will be available for viewers to listen to them under the description of your audio packs.  

 

Video Requirements

Submit your youtube video url. Videos must be clear and easy to see. They can showcase the art, have audio or show use of the assets inside the engine.  

 

Packaged file Requirements

Each submission must include the following so we can speed up the review and posting of your asset package.  

 

Submission form requirements

General Pack information:

  • Contact Information (forum name and a valid email address)
  • Content title (max 30 characters)
  • Short description (80-100 characters)
  • Long description (300 – 1500 characters)
  • 5 to 10 screenshots (< 3mb each) (excluding audio files, 1 is required)
  • Pricing in USD
  • URL of youtube video or sound file demonstrations
  • Minimum of 1 Sound file (mp3) if Audio submission
  • All relevant Technical specifications listed above

 

Technical Information required:

  • Number of total files included:
  • Mesh Asset type (HGM, Max, Maya, FBX, OBJ):
  • LOD’s included (Yes/No):
  • Number of LOD’s if included:
  • UV Mapped (Yes/No):
  • Number of custom materials/textures:
  • Number of Materials:
  • Material Types:
  • Number of Meshes:
  • Total Poly Count for meshes:
  • Total Vertices Count for meshes:
  • Animated: (Yes/No)
  • Total number of Audio files included
  • Audio file format(s):
  • Documentation Included: (Yes/No)
  • Important\Additional Notes:

 

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