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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.

Hero's Forge Robes

  • Customers must purchase Hero's Forge feature to wear the robes.
  • A guide for the UV layout is provided with the downloadable sample. Please pay particular attention to making certain the texture lines up well with the UV breaks. Minimizing seams where there is an awkward texture transition is important.
  • No alpha will be accepted.
  • Alterations to the geometry or the UV layout cannot be accepted.
  • Please follow the EverQuest Style Guide and be certain it is appropriate for the game when creating your item.
  • Each texture must be exactly 512 X 512 pixels.

Texture Naming

Texture naming must be:

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

The asset will have 2 texture maps:

  • 1 Diffuse (color) map
  • 1 Normal map
Download Example File

Please download this example and take a look at how our Hero's Forge Robes are made.

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.