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Player Studio

How to Get Started

General Submission Guidelines

  • Visit the Player Studio forums regularly to see other items that have been created and to discuss your work and get feedback.
  • Create items in the colors you like best.  Please only submit one item, don’t submit multiple color variations.
  • Make it your own creation! Do not use art from the internet or game screenshots on your image
  • Do not use any text on your created item, including Fonts from the game.
  • Do not use icon symbols from the game unless they are your own artistic interpretation inspired by the symbol. 
  • Please submit all geometry files in OBJ format and all texture maps in TGA format.
  • Every OBJ file should have its own texture map.
  • All texture maps must be in 24-bit TGA with no Alpha channel.
  • OBJ supports only 1 UV set. Therefore, additional detail which might normally be stored on a different UV set (like grime, etc) should be painted into the textures if needed.
  • Do not paint-in heavy shadowing. The normal map should expose the primary relief across surfaces.
  • Spec maps should generally convey more of a semi-gloss or matte look. Near white is used sparingly.
  • Mirrored UVs are acceptable and even encouraged for house items given the 1 material limit.
  • Please double-check that UVs are within 0-1 UV space before submission.

Housing Items

  • 1200 triangle maximum. Only use what is needed by the item. As an example, a bowl might use 100 triangles. But a large, complex furnishing might use the maximum of 1200 triangles.
  • The finished item must be submitted as 1 combined mesh. There should only be 1 mesh in the scene total.
  • Review your polygons. If the polygon doesn’t serve a shape/silhouette/UV purpose, it should not be there. (Ex: 12 sided pipe work does not display perceptively better than 6 sided.)
  • Soften and harden edges or face smoothing groups appropriately. The surfaces will then take on light accordingly.
  • To achieve the right density of pixels in a given space, we recommend creating human scale objects (a human is about 6 feet in EverQuest).

Texture Naming

Texture naming must be:

  • itemdescription_c.tga diffuse (color)
  • itemdescription_n.tga normal
  • itemdescription_s.tga spec
Color
Normal
Spec

Objects are human relatable in scale.

Mesh name should be itemdescription where ‘itemdescription’ may be decorativebed.

Each housing item texture map must be 512x512 (or a smaller power-of-2).

The asset will have 3 texture maps:

  • 1 Diffuse (color) map
  • 1 Normal map
  • 1 Spec Map

Not to exceed 1200 triangles.

Download Example File

Download this example file to learn more from the actual files.

Weapons and Shields

  • 400 triangle maximum.
  • The finished item must be submitted as 1 combined mesh.
  • Exercise proper modeling technique. If the polygon doesn’t serve a shape/silhouette/UV purpose, it should not be there. (Ex: 12 sided pipe work does not display perceptively better than 6 sided.)
  • Soften and harden edges or face smoothing groups appropriately. The surfaces will then take on light accordingly.
  • To better preserve texel density, we recommend creating human scale objects (a human is about 6 feet in EverQuest).

Texture Naming

Texture naming must be:

  • itemdescription_c.tga diffuse (color)
  • itemdescription_n.tga normal
  • itemdescription_s.tga spec
Color
Normal
Spec

Objects are human relatable in scale.

Mesh name should be itemdescription where 'itemdescription' may be Trident.

Each wieldable item texture map must be 512x512 (or a smaller power-of-2).

The asset will have 3 texture maps:

  • 1 Diffuse (color) map
  • 1 Normal map
  • 1 Spec Map

Not to exceed 400 triangles.

Download Example File

Download this example file to learn more from the actual files.