What you get
Here’s a quick overview of what to expect when purchasing 3D models from me on Gumroad or Superhive:
What’s included:
Game-engine friendly assets designed to work reliably in major game engines, particularly for indie development, modding, planning, and early-stage production. The focus is on functionality and visual clarity rather than strict studio-grade or AAA production standards. Import the .glb directly.
- Fully PBR-textured models, using a simple and widely supported workflow.
- Free future updates and adjustments are always included. You’ll get notified when or if new versions are uploaded.
- Rigged characters usually come with standard in-place mocap animations such as walk, idle, and sometimes more. The character meshes are not high end, and the vertex count rarely exceeds 20K (OK for VR).
Files formats:
- Textures: Varies from 1K, 2K to 4K (packed/embedded). UVs are neatly packed, and most texture sets are delivered as atlases.
- Downloads: native .blend files, all textures in zipped folders, and ready-to-use .glb files.
- Materials: from 1 on smaller models up to 10 or more on larger assets.
- Technical details: Poly counts always provided based on the .blend file.
- Real-world scale: all models include metric dimensions on the product page.
NOTE: To keep things simple, I’ve avoided technical stuff like UDIMs, high-poly, sub-d readyness, complex material setups, Geometry Nodes, asset assignments, decal or trim sheets, and lightmaps, and multiple UV layers, collision mesh, etc. As for adding assets to your Blender’s Asset Browser, I’ll leave that up to you.
As for now, I don’t provide .fbx or .obj files as final deliverables. They’re only used during production as exchange formats between applications. The final outputs are always .blend and .glb, since achieving adequate PBR quality in .fbx or .obj takes considerable extra work and still isn’t guaranteed to transfer consistently. However, this may change down the line. And there it is.
Texel Density (TD) setup varies, so don’t expect it to be consistent, for example, 10.24 px/cm or 20.48 px/cm. However, the differences are not very noticeable except where there is a large contrast in scale. In general, my larger objects tend to look best when positioned farther away, while smaller objects can be placed closer to the camera.
This is best suited for modding, indie, 2D artwork, and personal projects, rather than for strict AAA workflows. Most items are designed for mid-tier or background placement.
I hope this addresses most of your expectations. You’re welcome to reach out if you have any questions or just want to chat about 3D modelling.
Thanks for reading this “quick overview” 🙂