i tried to submit a 3D-Environment to the asset store but it got rejected:
From what i understand this is a generic text some people receive. Unfortunately, this doesnt help me at all to improve my work, since i don’t know what exactly is ‘too simple’. So it would be great to get some feedback of you guys what is ‘below their current standards’.
The package has a total of 71 unique meshes
Most of the models are below 2000 tris. Of course i could add more detail, and some of the models look a bit edgy. But this would come at the cost of higher polygon count, and keeping things at lowpoly is somehow the point :).
I can see this being inspired by Dead Island. Or Dead Island being inspired by such holiday resorts, though that seems far off.
Anyway, most of these “3D Assets only” that were deemed “too simple” are easy calls, like the most recent (a pair of handbags, a set of wheels). In this case there’s more to it, however there’s still the question of applicability in a game?
Consider: what game could make use of this environment? Is there enough environment to build a game in and around these assets?
If you added several companion assets like these, together with a modular jetty system (you know, those walkways over water) and more holiday resort beach assets, then it might get accepted.
Check your competitors, for example:
And of course check out Dead Island for inspiration, if you want to go in that direction (you can omit the Zombies/carnage of course).
I actually thought of a restaurant sim or a tycoon-type-game. Due to my research, there are around 500 games for “restaurant” on steam. I thought some of them could use some beach-scenario…
There are also similar environments on the asset store that show a different type of restaurant - usually indoor.
I was actually already working on some companion assets, but that wouldn’t work if any of them would be rejected :).
But anyway, thanks a lot. So i might add some more models and give it a secound try. After some distance i also saw some models that might need a rework.
And I’ll definately skip the zombie-part, that was totally not my intention
Be sure to check the first release date of assets. This particular restaurant was released in 2018, about 4.5 years ago. Asset approval used to be more allowing the further back you go. But over time user expectation continued to raise, and so did the approval standards.
Though I’d say this restaurant would still be accepted today, because it is a self-enclosed space and can be used as-is in many scenarios. For an open environment such as yours, it’s important to also provide enough environmental assets to go along with it. Indoor environments are likely easier because all you need is a couple wall textures to make it feel good.
I’m sorry if it this will read as blunt, but here it goes:
The problem is that the individual models look too simple and amateurish. They’re mostly simple geometric shapes that wouldn’t take too long for someone with basic 3D modeling knowledge to replicate. The most complex model is the palm tree and there’s only one of it. The textures and materials suffer of the same problem.
Scenes in environment pack assets serve mostly to demonstrate the assets. Most devs will assemble their own scenes to suit their projects’ purposes, it’s unlikely the included scene will be used as-is.
Even though using premade assets will always take less effort than making them yourself, one has to consider how many assets of similar quality can be found on the internet for cheap or even free. The asset store has got a fame of being flooded with quickly made low quality assets over its many years, so Unity has been raising the bar of entry.
My suggestion is to study other people’s work. Pay attention to the models in other games, in places where people post their 3D work. Before anything else you need to train your own critical eye so you can become able to see the gap between your own art and that of experienced professionals.
Actually most of the real objects have a simple geometry as well. A wall, table, stool, chair or a bottle are usually simple. And of course some models might be more complex. Even though it always is a trade-off between poly-count and complexity. And many of the newer asset-packs contain those simple objects as well.
Anyway, I’ll consider your feedback and will redo my work.
I think if i could add any one thing , for artists (modellers) wanting to release work, i would check the store for existing top asset peddlers, in this kind of case, i would look to Synty. Use them as a prime example of how to put together a package / theme.
And ofc, there is others, but Synty is just so easy of a go to and very well demonstrates solid art packages.