Quality of Content
In order to ensure a high level of quality and consistency, all content available on the Hero market must meet specific guidelines during submission. All submissions must integrate seamlessly with any HeroEngine project with consistent scale, orientation, brightness and other attributes where appropriate. Providing easy to understand documentation, verifying your submission is tested and works as described, and designing your submissions to be easy to use are all signs of quality work that will help your assets to stand out and ensure sales.
Statement of Support and Maintaining your Content
With the exception of all IF Studios artwork on the Hero Market, support for your assets is important. Support can be given through the forums, messaging or through your own email. High level of support of your assets will also ensure positive sales. The most important thing you can do besides high quality, easy to use submissions is to be responsive and respectful towards others questions, comments and issues. When a developer makes a purchase on the Hero Market, they want to feel confident that the content is as advertised and that the creator will help with any issues or questions they may have. This will have a direct effect on your success of sales.
Content creators are expected to keep their content up to date with each new major engine version and to fix errors that arise after their content has been published on the Hero Market. If a content creator is unable or unwilling to fix serious errors with their content, Idea Fabrik reserves the right to remove the content from the Hero Market. For updating or fixing any issues due to changes or updated versions of the engine, you have 14 days to update your content.
Content type accepted
The following types of content are currently being accepted in the Hero Market
- Static Asset packs containing 2 or more assets
- Characters (Static or Dynamic), where 1 rigged character is the minimum
- Animation Packs containing 2 or more animations (must be HE, Max or Maya compatible)
- General Assets in FBX format (non Hero formats) but must be stated in description and technical details
- GUI Image sheets
- GUI XML (Visual Only)
- Texture Packs (4 or more DDS textures)
- Environment Schemes
- Terrain Schemes (Must include the textures in the TerrainMaps directory.)
- Audio files
Not all asset types will require all of these technical specifications, but we do ask that you provide as much of this information as you can. This not only helps us with the review process of your content, but it will help potential paying customers understand what they are getting. The IF Studio team will request additional information if we decide the technical specifications are not detailed enough. We will always be reasonable, but we still do reserve the right to reject submissions that are unwilling to offer enough information when requested or if the submissions do not meet our requirements.
HeroMarket 's goal is to provide artists and creators an outlet for their art as well as a way to provide high quality content to our HeroEngine and HeroCloud developers for their projects needs.
- All assets are reviewed for approval before they are published to the public and must follow our publishing guidelines.
- Assets must not contain any copyrighted or trademark names, branding or content.
- You agree that you are responsible for all content you submit and we reserve the right to unpublish or remove any content that violates IP laws.
- Your assets must be complete and functional as they are advertised upon submission.
- HGM or HSL assets must not contain any errors or potential cause of errors for the buyer if they are in the HeroEngine format.
- If they are HGM or HSL/HLSL script assets they must follow HeroEngine's art pipeline content rules.
- Assets must not direct customers to other online stores unless approved and allowed by HeroEngine and IFS in writing.
- Assets submitted must not be offense, volgar or slanderous towards any person, group organizations or an any way defacing of HeroEngine, IF Studios, Idea Fabrik or the Hero Market.
- All Hero format assests must follow the general guidelines and formats. For more information click here: http://hewiki.heroengine.com/wiki/Hero_Export_Guide
Under the guidelines for the HeroMarket, we strive to provide the easiest and best method to get your art and other assets to the developers of HeroEngine and their games and projects. In order to provide the best service possible, we ask that you understand the requirements for all submissions. This is to help our developers find the assets they are looking for and give you the best chance for visibility and sell your work to other developers. Some general informational guidelines to keep in mind:
- Titles and descriptions must be in English. You may add additional language descriptions in the Description field if you wish, but must directly correlate with the English version above.
- Create your titles to be as accurate and relevant to the asset type and purpose
- Use tags that fit only for the type and purpose. Too many tags can cause your asset to get buried in searches.
- Language must be as exact as possible. Use clear and precise language that is truthful and honest that accurately represents the asset and/pr its functionality.
- The category you select must directly relate to your asset submission and the purpose/use of that asset.
- All technical information must be provided and accurately represent the asset submission.
- Technical information must be submitted in full to the best of your ability (see below for more information).
- All prices must be submitted in US Dollars. International prices are automatically calculated on the purchaser's side when they select their currency type.
- All assets must include a version number, and the date they were last updated.
- Sellers are responsible for support of their assets. This can be done through the HeroEngine forums or via PM.
- Sellers are responsible for assisting buyers who experience issues using their assets in a supported HeroEngine format (HGM, HSL, HLSL).
- Any and all non Hero format assets must be clearly stated in the technical details as well as in the description (short and long).
Safe and Restricted Content
Most content is is allowed, however any adult oriented or pornographic content is not allowed to be sold on the HeroMarket. Please try to keep your assets Work Friendly.
Scale and Orientation
All assets that are in a Hero Format must follow HeroEngine unit requirements. This can be achieved using our HeroEngine plugins for 3ds Max and Maya. Any non HeroEngine formats (FBX, JPG, etc) must be clearly stated with the unit scale and size clearly stated. This will allow you to better sell your assets and bring you returned purchasers.
Asset, Texture and Material Naming
When you are creating your assets try to give them a unique name so conflicts with naming inside the engine can be avoided. Each asset, texture and material must have its own unique name. Try to avoid naming your assets things like Modular_, Building, Male, and so on. A few good rules of thumb and tips for naming can achieve a unique naming system that will help prevent any conflicts in directories or with other purchased assets in the engine.
- Use a unique prefix and suffix for all your assets; your initials or a special set of 3 to 4 letters that make your assets unique and easily definable to your work.
Example: IFS_RockieLarge_00.hgm/IFS_RockieLarge_00.max (Do not use IFS as this is reserved for our own assets we will be providing.)
- Use file or asset name in the material names (Default or Hero Materials):. Example: abc_RockieLarge-a, abc_RockieLarge-b, abc_RockieLarge-c, etc.
- Reuse names for pack assets within the same group with a unique suffix. Example: abc_RockieLarge_01.hgm, abc_RockieLarge_02.hgm
- Be as descriptive but short in your asset names. Example: abc_RockieLarge_01a.hgm, abc_RockieMedium_01a.hgm, abc_RockieMedium_01b.hgm
- Use a combination of Camel Casing (ThisIsModelOne), Underscores(_) and tacks (-).
All Hero assets must be created and/or exported under the correct directory structure. In most cases this is under :\HE\world\livecontent\
You must clearly state the directory path of your Hero assets and must be able to be dropped in the repository and ready for use by our Hero developers. If it is a non Hero format (HGM) you must state the root path used , generally the directory you saved your work in.
All static assets must be created/exported in the following directories: \HE\world\livecontent\Assets\XX\
All textures must be located in a subfolder named Textures: \HE\world\livecontent\Assets\XX\Textures\XX.xxx
Other assets do have their own specific directories under \HE\world\livecontent. Custom subdirectories are okay and suggested in most cases.
- Audio: \HE\world\livecontent\audio
- CubeMaps: \HE\world\livecontent\CubeMaps
- DynamicDetails: \HE\world\livecontent\DynamicDetails
- globalparticles: \HE\world\livecontent\globalparticles
- HeightmapBillboards: \HE\world\livecontent\HeightmapBillboards
- Skydomes: \HE\world\livecontent\Skydomes
- TerrainMaps: \HE\world\livecontent\TerrainMaps
- TerrainSchemes: \HE\world\livecontent\TerrainSchemes (Must include the textures in the TerrainMaps directory)
GUI and XML assets
Naming is important for this area as well, Using the naming rules listed above (Asset, Texture and Material Naming) you can easily keep unique content from causing conflicts with other GUI systems in place.
- GUI Textures: \HE\GUI
- GUI XML files: \HE\GUIXML (must include any and all textures used in the above directory)
If you want to include any functionality, please add the information on how to achieve the the result in your Documentation file as a step by step guide. If you do not include any functionality in the GUI XML layout, state that clearly in your description and use a generic placeholder for that command.
All dynamic characters to go into the HE\Character\dynamic_2 directory. You may include your own subdirectory with a unique naming convention to avoide any conflicts with other artists assets.Dynamic assets include any asset that uses Dynamic Replacement or Dynamic Colour.
Static and keyframe animated assets can be inside \HE\world\livecontent\
All audio assets must state if they are FMod compatable. If they are in a raw or general format, you must state that as well. For more information about Fmod click here: http://hewiki.heroengine.com/wiki/Audio
Static Mesh Requirements
As with any engine, all art assets have specific requirements to provide high quality art that can be used in HeroEngine or any other game engine. These requirements helps to keep constancy between all art assets a developer may require, as well as keep them as optimized as possible for better performance.
Per Mesh size Requirements
The limit for any single mesh in HeroEngine is 99x99x99 meters. If you have an asset that is larger you can break it up into smaller pieces keeping the same point of origin to allow easy use and placement in the world.
Point of Origin
All Hero format assets that are HGM must have a point of origin (pivot point) of 0,0,0. This is to allow users to eaily place the assets and move them around. If you are using a group with a single point of origin, it must be stated in the description.
If grid snapping is defined in the HGM asset, you must state this in your description and state the scale/movement of the snapping.
All 3D Assets must list the number of Poly or Tri counts along with the vertices count. This will allow developers to plan around the assets they purchase and can result in returning customers.
Texture sizes and types
Due to limitations to not only render engines in general but also to reduce latency for users and gamers, all texture files should be a size of 2048 or lower using the power of two rule. texture sizes of 512 to 1024 are the most optimal for games. You may include higher resolution textures, but the size must be stated (example: 4096xx4096) Some of the most common file sizes (and examples of “power of two”) are as follows:
- 128x512 or 512x128
- 512x1024 or 1025x512
- 1024x2048 or 2048x1024
All textures must be in either .dds for 3d assets or .dds or .png for GUI textures. The .dds format has options for optimizations and can be saved as dtx1 through dtx5 depending on the purpose and use of the textures. For 3d assets include DDS format mips when you save your images. You can select the number of mipmaps you would like to use. The most common is a range between 3 to 5 mips per texture. You can include .psd raw formats if you wish, but must state they are included.
All 3D assets must state wither they have UVW's or not.
Skeletal and Animation Requirements
It is recomended to use Hero's Skeliton format for easier use by our developers. Using Hero format in your rigs and animations will allow users to drag and drop into their repository with very little work. This will also allow them to utilize the Hero Retargeting without errors. Doing so will increse the number of returning customers.
All Hero supported characters and animations must use the Hero SRB and the VDA format.
Preparing your Submission
The following section outlines what is required for your submission. There are a few steps that are important to take to ensure a high quality asset and to help you get the most sales possible.
When you are finally ready to deliver your asset pack to us, please ZIP all required directories and files.
Preparations and Packaging
Remove any unused content
Make sure you remove any unused content from your files. For any 3d art files:
- Remove any test meshes.
- Make sure your 3d art files are clean of any isolated vertices.
- Make sure you have no nGons included in the meshes
- Remove any unused materials from the file
Mesh and Texture Screenshot Image requirements
All screenshots must be a jpg and must follow the following size requirement:
- Medium: 700px (width) x 420px (height)
- Large: 1000px (width) x 600px (height)
Audio Sample Requirements
All audio submissions must be in mp3 format. They must be at least 10 seconds long but no more than 5 seconds long. These will be available for viewers to listen to them under the description of your audio packs.
Submit your youtube video url. Videos must be clear and easy to see. They can showcase the art, have audio or show use of the assets inside the engine.
Packaged file Requirements
Each submission must include the following so we can speed up the review and posting of your asset package.
Submission form requirements
General Pack information:
- Contact Information (forum name and a valid email address)
- Content title (max 30 characters)
- Short description (80-100 characters)
- Long description (300 – 1500 characters)
- 5 to 10 screenshots (< 3mb each) (excluding audio files, 1 is required)
- Pricing in USD
- URL of youtube video or sound file demonstrations
- Minimum of 1 Sound file (mp3) if Audio submission
- All relevant Technical specifications listed above
Technical Information required:
- Number of total files included:
- Mesh Asset type (HGM, Max, Maya, FBX, OBJ):
- LOD’s included (Yes/No):
- Number of LOD’s if included:
- UV Mapped (Yes/No):
- Number of custom materials/textures:
- Number of Materials:
- Material Types:
- Number of Meshes:
- Total Poly Count for meshes:
- Total Vertices Count for meshes:
- Animated: (Yes/No)
- Total number of Audio files included
- Audio file format(s):
- Documentation Included: (Yes/No)
- Important\Additional Notes: