# Best practices for asset preparation

Preparing gaming assets properly before listing or tokenizing them ensures smooth integration, correct rendering, and easier reuse across connected games. The Interoperable Asset Store accepts a wide range of asset formats, but following these best practices will help maintain quality and interoperability.

#### **Supported file types**

Assets should be uploaded as a ZIP file containing the source model and all related files. Commonly used formats include:

* **Models:** FBX, OBJ, BLEND
* **Textures:** PNG (preferred), JPG
* **Animations:** baked into FBX or supplied as separate files
* **Preview model:** GLB (strongly recommended)

#### **Preview model (GLB)**

The GLB preview is optional but highly recommended. It allows other studios to inspect the asset directly inside the app.

Best practices:

* Ensure materials and textures are linked correctly
* Separate animation clips with meaningful names
* Optimize file size for fast rendering
* Align the model to the ground plane with correct scale

#### **Textures and materials**

For consistent rendering across many game engines:

* Use **2048×2048** or **1024×1024** resolution where possible
* Keep texture sets organized (albedo, normal, emission, transparency)
* Avoid overly large file sizes or unused maps
* Do not embed huge textures inside proprietary formats

#### **Rigging and animation**

If your model uses a skeleton:

* Use clean, standardized bone naming
* Include a T-pose or A-pose
* Export animations as separate actions or clips
* Avoid extremely dense skeletons or unused bones

#### **Performance optimization**

Assets should balance quality and performance:

* Reduce unnecessary polygon density
* Remove hidden geometry and unused materials
* Keep ZIP size efficient
* Test your GLB preview for loading speed

#### **Metadata and technical details**

When listing the asset, provide accurate information:

* Engine compatibility (Unity, Unreal, etc.)
* Rigged or not
* Animated or not
* Texture sets included
* Polygon count
* Short description of the asset’s intended use

#### **Common issues to avoid**

* Missing textures or incorrect paths
* Wrong scale (character too large or too small)
* Broken rigs or animation artifacts


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