I think that the main reason for rejecting my asset is one of this:
We want to encourage diversity in our store as much as possible, so if there are already similar assets on the store to the one you are developing, it will be less likely accepted.
The art style needs work. If the asset does not currently meet our standards, it will not be accepted. We want to host the best possible assets for our users.
Your asset needs to meet the submission guidelines. Please review these to be sure that you have included all necessary files.
But these are just some wheels⌠it is normal to have other similar assets on the platform. They are just some wheels, what could I do to make them too different?
Maybe thats part of the problem. If it is just wheels? I mean, i have purchased a mega tonne of vehicles from the asset store, and they all come with wheels.
But without seeing the models or anything related, im not sure mate. Gl.
So what can an average game developer do with these wheels? They will probably be looking forward to your upcoming chassis-without-wheels model, I suppose.
Realistically, a dev would have to have a car model to begin with in order to make use of your wheels - unless the dev wishes to simply display them on a wall in a garage showroom - though thatâs probably a rare occasion.
Much more likely a game dev would already have a car model, and wishes to put your wheels on that car model because he likes to give customization options to players.
So, that begs the question: do your wheels fit on specific or even any of the available car assets on the store without issues such as being too big or too small or too wide or narrow or too many or too few polygons or not rotating with the axle and so on? Have you tested them to be compatible with existing car models, at least the most popular ones?
If not, then the asset store is not the right place to sell standalone wheels because this store is for game developers, they expect things to work together to a reasonable degree.
You can either attempt to sell those wheels on a 3D assets marketplace (but again, buyers wish to know theyâre compatible with what they need them for) or you make some good looking car chassis to go along with those wheels.
This was exactly a thought of mine. I personally do NOT like to scale anything on my vehicles, and i can almost bet without doubt that not one wheel would just âfitâ all models. Scaling can lead to strange issues with vehicle physics, so , just some food for thought. Though iir, it is mostly about the scale of the collision meshes that the rb is using, as well as the obj the rb is on? though could also be wheel colliders. Either way, i dont like scaled objs in my vehicles.
Well, maybe they are clamping down. Donât get me wrong, i actually really like the looks of your wheels, but in reference to the asset store itself, well, i canât help but recall how many times i have thought to myself, they really ought to stop accepting all this junk.
Again, im truly not comparing your wheels to anything in that statement, but it is possible that Unity has decided to start taking a more aggressive stance to what is and what is not accepted.
Anyways, i like yer wheels mate. And to be fair, any mesh can be exported, have its form reset to 1:1 with ease, so , thereâs that too.
Did you check when they were first accepted into the store? I bet those are several years old. Everytime I wonder âhow the heck did that get accepted into the store?â the asset is from 2015 or something.
These days UAS has 80k assets and growing so the barrier to entry has been raised over the years.
what do you mean it doesnât look like a real boat? do you think it looks like a car or a house? it is created for mobile games, it cannot be as detailed as one for PC or consoles.
Youâre thinking details in terms of number of polygons and texture resolution, but the problem here is actual design and application of those things.
What are those textures? The deck seems made of marble, those round oil/gas(?) look like theyâre made of wet mud.
Not sure if itâs a sketchfab issue, but tmost of the boat has zero roughness and looks far too shiny.
The amount of detail is inconsistent. Texture detail is far too low for the camera to able to walk around on the ship, but tiny details like railing beams and ladder steps are actually modelled in 3D, which make the model unoptimized to be viewed from far away on mobile. What is the intended use case here?
There are some flickering overlapping surfaces and clipping at some places.
Why is there graffiti on a commercial ship? Did you design them yourself? Because if you randomly pulled them from the internet using them in a commercial game can be problematic as they can be copyrighted.
Proportions are off in many places. For example, the size of the ladders compared to the height of the railings. Are those black circles along the rim supposed to be rivets?
You said the ship has interiors, but the layout of the ship doesnât allow someone to get around it. There are no doors other that the two weirdly proportioned ones at the back. Moving the camera into it shows no such thing as an interior.
It may sound harsh, but Iâm being honest here: the artistic quality is just too low. You should be able to get more directed feedback in 3D modeling communities, but from my POV you need quite more experience.