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Selling models on Unity Asset Store, Cubebrush, etc.

Whatever doesn't fit in the above categories. Extra points for keeping it SFW and politics free.
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siks
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Sun Sep 03, 2017 10:06 pm

Yes Unreal is really awkward. I've literally just finished tidying up the mess I've made of my submission and I'm waiting for a reply, but on their guidelines there are some really unusual lines:

'2. All weapons with moveable parts must be rigged and animated.' ....
'1. Submissions with less than five major assets must be rigged and animated.' ....
'1. URL of a video demonstrating content in action is required for Blueprints and all animated submissions.' ....

Interpret that how you like, 'Submissions with less than five major...' is under Meshes, so what if these meshes aren't intended to be animated? I'm sure I've seen a few guns that aren't animated on the marketplace too, that might've been before these guidelines came in I'm not sure. This would explain though why the entire Unreal marketplace is dominated by a single group, who have all their assets animated.

And yes regarding logos I found that part out too, seems fairly strict.

http://help.epicgames.com/customer/en/p ... our-assets
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Basajaun
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Mon Sep 11, 2017 4:01 pm

It's been three weeks now and I still haven't heard from the Unity people. I am definitely going to contact them, do you guys know what email address I should write them to?
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siks
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Mon Sep 11, 2017 4:19 pm

Not sure..Though I've also been waiting for Epic to respond to my submission for like over a week now, strange... Just when I finish it after all this time :icon_miffed:
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Tim
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Tue Sep 12, 2017 12:31 am

That sucks that it takes so long.. at the moment they have this back to school sale event, maybe that's why they are having some trouble following up with people.
Don't know any contact email but I am sure you can find it somewhere if you google.
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Tue Sep 12, 2017 8:21 am

Ah, a sale would make sense, Thanks Tim!
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Tue Sep 12, 2017 11:31 am

I just received a response. The model got declined because I need to include a demo scene. I don't recall reading anything about a demo scene in the submission guidelines, I'll have to check them again. There is one last line in the email that has me confused:
We ask that all prefabs have a texture applied. Please adjust your prefabs.
In my submission there is one FBX model, the textures in 3 different resolutions and 3 materials one for each of the color variants. There are no prefabs so I'm not sure if this is indicating me that I should have one or what :icon_think:
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Tim
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Wed Sep 13, 2017 2:31 pm

Annoying.. What I would recommend you to do is grab my free file on there and check how I did it. That way you know you got something they approved :thumbsup_dude:
https://assetstore.unity.com/packages/3 ... ures-63654
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Wed Sep 13, 2017 4:27 pm

Thank you Tim. I've been checking your AKM and I'm really confused right now. This is the email they sent me yesterday:
'SBG AR21' has been declined.

Please include a demo scene that properly showcases your assets. Please provide a practical demo with all of your assets set up in a lighted scene, and if your package has multiple assets, please have an additional demo scene that displays all of your assets in a grid or a continuous line.

We ask that all prefabs have a texture applied. Please adjust your prefabs.
I see that yor AKM package doesn't have nor a demo scene, nor any prefabs. In any case, after I received the email I included the demo scene as requested, created a prefab and made sure all the textures and materials were properly applied (which they already were), and resubmited the model. I quickly received a new response with yet another set of requisites:
'SBG AR21' has been declined.

Your meshe's must have the correct orientation. The proper orientation is: Z - Vector is forward, Y - Vector is up, X - Vector is Right. (https://unity3d.com/asset-store/sell-as ... guidelines , Section 4.1.j)

We ask that you make sure all of your meshes are rotated to have their positive Z facing forward. Prefabs must have their position/rotation set to zero upon import, and should have their scale set to 1. This also goes for all nested gameobjects.
Again, the AKM FBX model is properly aligned but the individual meshes are rotated -90 degrees in the X-axis, as were mine. Just in case, I went back to 3ds Max and reoriented all my mehses and reset their Xform so when I imported them into Unity, their orientation would be 0 in all three axis. Similarly, I made sure that the prefabs I previously created where with a value of 0 and resubmitted the model. They have not responded as of yet. My only guess is that maybe they are not as strict with free models as they are with paid ones? :thinking:
Last edited by Basajaun on Wed Sep 13, 2017 5:41 pm, edited 1 time in total.
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Tim
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Wed Sep 13, 2017 5:38 pm

That is very strange, I have no idea what they want since you seem to have done all they asked.. but no my other 22 guns are all set up the same way as the free sample. Maybe they got some new policies that they enforce now? Good luck with that..
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Wed Sep 13, 2017 5:43 pm

Just so I don't misunderstand you've changed the orientation for Unity? The forward/right direction is different between these engines.

http://www.aclockworkberry.com/world-co ... al-engine/

It seems fairly strict, but of course people are going to pay for this content and they need to keep a reputation of high quality content fully set up for use.
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