CGTrader Scene Requirements - Tips and Solutions

Discussion started by JuditaCGTrader

Hey, CGTrader community! :)

If you're working on 3D model submissions, you’ve probably noticed that there are specific scene requirements to meet for a model to pass CGTrader’s quality standards. To help artists succeed, CGTrader has published an in-depth guide on these standards (https://www.cgtrader.com/blog/mastering-cgtrader-s-quality-standard-an-in-depth-guide-to-scene-requirements-for-superior-3d-models), as well as a Scene Requirements FAQ (https://www.cgtrader.com/blog/mastering-cgtrader-s-quality-standard-an-in-depth-guide-to-scene-requirements-for-superior-3d-models) covering frequently asked questions.

After seeing a few submissions bounce back, it seemed worth starting a discussion about these standards:

- Reset transforms (all position/rotation values at 0, scale at 100%)
- Centered origin with the model sitting properly on the ground plane
- Clean files (no extra cameras, lights, or dummy objects)
- Realistic scaling that matches real-world references

Questions for the community:

- What's your workflow for ensuring transforms are properly reset?
- Any tricks for quickly centering origins?
- How do you determine proper scaling when working with unusual objects?
- Have you had any submission rejections related to scene setup, and what did you learn?

The goal is to collect different approaches and solutions that might help new and experienced artists streamline their submission process.
Looking forward to learning from everyone's experiences!

P.S. Have you started using KODAMA?

Answers

Posted about 1 month ago
0

I reported bugs on May 5, 2023 and August 2, 2023. They are still not fixed.
Did Kodama at least stop crashing blender?

JuditaCGTrader wrote
JuditaCGTrader
Hi there! We'll contact you directly regarding the bugs you reported. The reason we hadn’t followed up sooner is that the reports were left anonymously, and we were unable to solve the issue on our end. Your feedback is important to us, and we’re committed to resolving these issues as quickly as possible. Thanks for your patience!
Posted about 1 month ago
3

Did Kodama fixed search algo which makes new model submissions almost unsellable for more than a year no matter what "score" they get?

JuditaCGTrader wrote
JuditaCGTrader
Hello! The search algorithm has recently been updated, and you should start noticing a positive difference. The layout for model results is now more diverse and dynamic, which should improve visibility and give new submissions a fairer chance. We’re excited to see how these changes help with the discoverability and sales of the models. Let us know if you have any feedback as you experience the updates!
Posted about 1 month ago
2

Blender user here...

- Reset transforms (all position/rotation values at 0, scale at 100%)
• Doing my best to check every model is being reset to real dimensions.

- Centered origin with the model sitting properly on the ground plane
• What that means with models that have 2 or more objects? Should origins for all objects share same coordinates?

- Clean files (no extra cameras, lights, or dummy objects)
• Export only "Selected object" solves the problem (I guess)

- Realistic scaling that matches real-world references
• I mostly make models that have real-world references.

Questions for the community:
- What's your workflow for ensuring transforms are properly reset?
• Ctrl + A + reset

- Any tricks for quickly centering origins?
• "Centering origins" or "Grounding origins"? In Blender there is an option to set origin "to geometry" or to set it to wherever you like, grounding included.

- How do you determine proper scaling when working with unusual objects?
• Eyeballing or using some reference informations when available.

- Have you had any submission rejections related to scene setup, and what did you learn?
• So far so good. Some customers complaint about scaling for 3D printing models but this differs from 3D printing service to 3D printing service.
I've learned that I need to give some additional support to some customers. So far, all the "issues" have been resolved.

I tried to use Kodama few times but, for some reason, it doesn't work on my system (workflow).

Cheers!
Gjuroo

Posted about 1 month ago
2

Verification bugs are not exclusive to some specific user or model, in my case virtually all models are verified wrongly. These issues has been there since the beginning and there were numerous complaints about that from many sellers. Nothing has been addressed in more than a year. I suggest to withdraw this failed experiment and not bring it back to the public until all the bugs are fixed and thoroughly checked. I find it hilarious that you're asking for users opinion and feedback when you didn't listen to anything that's been complained about for a very long time.

Posted about 1 month ago
0

If I had any voting power, my vote would go to directing all energy to managing the broken search.
Remember the times CGT overtook Turbosquid, all without any standards?
Back then search on CGT worked.

Not against these standards, although some add noise.
For a wheel/cylinder (like shown in the example) its obvious the pivot needs to be in the center.
What to do with a banana? For easy placement on some tree the pivot should ideally be in the tail.
But what if you want to place the banana on a table (on its side)?
And what to do with an elephant in the room?

Realistic object scale, that's noisy (there are meany apps and different metric systems, you just have to know about it and convert units)
Else order everyone to use centimeters and ban inches?

No Dummy’s, Cameras, extra Objects, why?
If you have a complete 3ds max or Blender project it can be helpful and in some cases necessary.
No extras is maybe relevant for the OBJ and FBX formats, but with USD format and native files? (info about this is to narrow).

No backfaces, that's noisy (only Unity has problems with single-sided geometry)
Most apps can use single sided geometry for plants, fences, etc.
If the app can do it, then those extra faces are not needed (are wasteful).

Posted about 1 month ago
0

Units/scale in Blender are fundamentally fucked up. Whole software is build on a 1 unit = 1 meter (wtf). Long story short, you can't have Blender scene with proper scale which will also export in proper scale for other apps. You need one for Blender and one rescaled for export. And that's not possible if you introduce something like rigging.

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