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Player Studio

  • Visit the Player Studio forums regularly to see other items that have been created as well as to discuss your work and get feedback.
  • Create items using the color palette and textures provided. Please only submit items that are completely unique from one another. For example: If the asset is a helmet, color variations of the same helmet will be counted as a duplicate submissions and disregarded.
  • Make it your own creation! Do not use in game art (except PlanetSide 2 faction logos), 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 ask for feedback or guidance on the Player Studio Forums as we want your assets to shine as much as you do.
  • Ensure that your asset fits within the PlanetSide 2 universe. If it looks out of place, it will not be used. Play the game and use the internet to find screen shots of the game to see what types of themes will be acceptable.
  • Please submit all geometry files in the FBX format and all texture maps in TGA format.
  • All of our polygonal assets can use more than one UVset. The first UV is always used for the the color, specular, and normal. The second UVset is used for things that tile such as camo patterns and detail normals.
  • No Level of Detail (LoD) meshes are necessary.
  • Make sure there are no "T" vertices or polygons that have more than 4 vertices.
  • Remove all floating vertices.
  • Review your overall mesh. If a polygon doesn't serve a shape/silhouette/UV purpose, you can probably eliminate it.
  • Soften and harden edges or face smoothing groups appropriately. The surface will then take on light accordingly to better define your shape.
  • To achieve the right density of pixels in a given space, create objects with humanoid relatable scale (a human is about 6 feet in PlanetSide 2.)
  • The finished item must be submitted as 1 combined mesh. There should only be 1 mesh in the scene total. No loose shells or extra pieces should be in the scene. Make sure your mesh is "water tight" (meaning not created from multiple elements).
  • Every FBX file should reference one of the provided PlanetSide 2 textures.
  • Camouflage texture maps must be in 32-bit TGA and must tile in all directions.
  • Decal texture maps must be 32 bit TGA with Alpha channel used for transparency.
  • For some polygonal assets (like helmets), the textures are provided for you. Make use of the normal maps in the most creative way you can.
  • Mirrored UVs are encouraged for all polygonal assets (such as helmets).

Leave at least a 5 pixel border around the edge of the image. The background of this (cutout area) image can be any color. Make sure that your alpha channel matches the cutout area perfectly to avoid haloing.

Decals can be created as full color images or grayscale images. Grayscale must use 3 distinct tones, black, 50% gray, and white. The grayscale images allow us to assign color based on their grayscale values.

Do not use any text or game screenshots on your image. Avoid using current national flags or other imagery that is not consistent with the PlanetSide 2 universe.

The asset will be one texture map:

  • Each texture map must be exactly 256x256 pixels
  • One 32 bit TGA image with alpha to cut out the edges of the decal

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

Download Sample

Texture Naming

The texture naming should use the following convention; "AssetType"_ "DecalName"_"series number". File Format. Use capital letters at the beginning of each word.

Example name:

Decal_PinupGirl_001.TGA

Decal Sample

Decal Sample Alpha

Grayscale Decal Sample

From time to time, this category of submissions may close to allow the team to work through an exceptionally large backlog of submissions.

The Camo pattern must be of your own creation and must be a new original idea. Those that look too similar to those that are already in the game will be disregarded. Do not use any text or game screenshots on your image.

They should be created in grayscale. The grayscale images allow us to assign color based on their grayscale values creating different color combinations.

The asset will be one texture map:

  • Each texture map must be exactly 512x512 pixels
  • The texture must tile in all directions
  • 1 32-bit TGA image with alpha that tiles seamlessly on all four sides
  • The alpha channel controls more or less specular. Grey is no effect, Grey to White Range is additive gloss, Grey to Black range is subtractive gloss.

For your .JPG file with submission you can supply 1 sample colored version of your camo pattern to show your intended color combination.

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

Download Sample

Sample file includes:

  • One Camo Colored pattern (TGA)
  • One Camo Greyscale (TGA)

Camo Colored pattern (TGA)

Camo Grayscale (TGA)

Hood ornament models should be roughly the same scale as the sample file provided. The model should be placed on the base provided in the sample file (do not alter base mesh).

Please do not use models pulled from PlanetSide 2 or from any other licensed product. These must be of your own creation.

Details of the model asset:

  • The mesh should be no greater than 3500 triangles (including provided base)
  • Deliver in OBJ
  • Thin double sided areas are handled with our shader (example: for wings, only one side should be built)
  • Each texture map must be exactly 256x256 pixels
  • Textures are to be submitted as a 24 bit TGA format normal map
  • Shader material type will be determined by the Development team (you can suggest material type on your submission form).

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

Download Sample

Sample file includes:

  • 1 Hood Ornament Mesh in .OBJ
  • 1 256x256 normal map
  • 1 Hood Ornament Base Mesh in .OBJ (when you submit your own art the provided base must be combined with your art to make one mesh)

Mesh Naming

The texture naming should use the following convention; "Distinction"_ "Faction"_ "Catagory"_"Assettype"_"Name"_"Level of Detail". File Format. Use capital letters at the beginning of each word.

Example name:

Vehicle_common_attachment_HoodOrnament_ChromeFairyFemale_LOD0.OBJ

Texture Naming

The texture naming should use the following convention; "Distinction"_ "Faction"_ "Catagory"_"Assettype"_"Name"_"TextureType". File Format (_N = normal map). Use capital letters at the beginning of each word.

Example name:

Vehicle_Common_Attachment_HoodOrnament_FairyFemale_N.tga

Fairy Hood Ornament Sample

Fairy Hood Ornament Sample

Download Sample

Helmets

Make sure the helmet matches the look and feel of the faction it was created for. Please reference the style guide for faction characteristics.

Details of the model asset:

  • Each helmet needs to be no greater than 6000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game
  • The texture for each helmet is provided for you, you must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

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

Mesh File Naming

The texture naming should use the following convention; "AssetType"_ "Faction"_"Gender"_"Class"_"series number". File Format. Use capital letters at the beginning of each word.

Example name:

Helmet_TR_Male_Engineer_Look001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Areas to Avoid (NC)

Areas to Avoid (TR)

Areas to Avoid (VS)

Scope

Customize your weapon with specialty optics. Create something that matches the style of our empire or broadly compatible with common weapons. Please reference the style guide for empire characteristics.

Details of the model asset:

  • Each scope needs to be no greater than 5000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture for each scope is provided for you and is named Weapon_**_SharedTextures01 (one version for each Empire.) You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

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

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Gender"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Weapon_TR_Scope_MultiMax001.OBJ

Sample file includes:

  • 1 Common Scope Example Mesh in .OBJ
  • 1 VS Scope Mesh in .OBJ
  • 1 TR Scope Mesh in .OBJ
  • 1 NC Scope Mesh in .OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 4 Diffuse (color) maps
  • 4 Normal maps
  • 4 Specular maps

Diffuse (Color) Map

Normal Map

Areas to Avoid (NC)

Areas to Avoid (TR)

Areas to Avoid (VS)

Melee Weapon

Customize your melee combat with a sweet shank. Create something that matches the style of our empire and is compatible with dagger animations. Please reference the style guide for empire characteristics. Extra points for creativity. Quality and detail increase sales.

Details of the model asset:

  • Each weapon needs to be no greater than 5000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture for each weapon is provided for you and is named Weapon_**_SharedTextures01 (one version for each Empire.) You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

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

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Gender"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Weapon_TR_Knife_Sabertooth001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map
  • 1 Specular map

Diffuse (Color) Map

Normal Map

Areas to Avoid (NC)

Areas to Avoid (TR)

Areas to Avoid (VS)

Cockpit Glass Decals

When creating a decal for the cockpit, the artwork has to be within the lines of the cockpit shape. Due to the varying shapes of each cockpit the creator will need to make one decal that works with all the different cockpit types. Meshes for all of the current cockpits are supplied in the download file.

Solid or near solid cockpit decals will not be accepted. Please create completely unique and original cockpit decals.

Your JPG with submission must be combined on one .jpg image.

Details of the model asset:

  • One 1024x1024 24 bit color TGA image that fits within the UV template provided for each of the following cockpit types. (this means you will submit 5 textures, one for each aircraft type)
    • Mosquito
    • Reaver
    • Scythe
    • Galaxy
    • Liberator

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

Sample file includes:

  • 5 Cockpit glass meshes in .OBJ format (Scythe, Reaver, Galaxy, Liberator, Mosquito)
  • One 1024x1024 TGA color map
  • 5 Sample renders of each of the cockpits combined on one .jpg image

Mesh File Naming

The texture naming should use the following convention; "AssetType"_ "Faction"_"Gender"_"Class"_"series number". File Format. Use capital letters at the beginning of each word.

Example name:

Vehicle_TR_Mosquito_Attachment_CockpitGlass.obj

Texture Naming

The texture naming should use the following convention: "Distinction"_"Faction"_"Category"_"Assettype"_"TextureType"_"Name".File Format (_C = color map). Use capital letters at the beginning of each word.

Example name:

Vehicle_TR_Mosquito_Attachment_CockpitGlass_Tiger_C.tga

Must create decal for multiple cockpit types

Solid vs Image Decals

Download Sample

Helmets

Make sure the helmet matches the look and feel of the faction it was created for. Please reference the style guide for faction characteristics.

Details of the model asset:

  • Each helmet needs to be no greater than 6000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game
  • The texture for each helmet is provided for you, you must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

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

Mesh File Naming

The texture naming should use the following convention; "AssetType"_ "Faction"_"Gender"_"Class"_"series number". File Format. Use capital letters at the beginning of each word.

Example name:

Helmet_TR_Male_Engineer_Look001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Areas to Avoid (NC)

Areas to Avoid (TR)

Areas to Avoid (VS)

Scope

Customize your weapon with specialty optics. Create something that matches the style of our empire or broadly compatible with common weapons. Please reference the style guide for empire characteristics.

Details of the model asset:

  • Each scope needs to be no greater than 5000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture for each scope is provided for you and is named Weapon_**_SharedTextures01 (one version for each Empire.) You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

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

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Gender"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Weapon_TR_Scope_MultiMax001.OBJ

Sample file includes:

  • 1 Common Scope Example Mesh in .OBJ
  • 1 VS Scope Mesh in .OBJ
  • 1 TR Scope Mesh in .OBJ
  • 1 NC Scope Mesh in .OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 4 Diffuse (color) maps
  • 4 Normal maps
  • 4 Specular maps

Diffuse (Color) Map

Normal Map

Areas to Avoid (NC)

Areas to Avoid (TR)

Areas to Avoid (VS)

Melee Weapon

Customize your melee combat with a sweet shank. Create something that matches the style of our empire and is compatible with dagger animations. Please reference the style guide for empire characteristics. Extra points for creativity. Quality and detail increase sales.

Details of the model asset:

  • Each weapon needs to be no greater than 5000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture for each weapon is provided for you and is named Weapon_**_SharedTextures01 (one version for each Empire.) You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

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

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Gender"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Weapon_TR_Knife_Sabertooth001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map
  • 1 Specular map

Diffuse (Color) Map

Normal Map

Areas to Avoid (NC)

Areas to Avoid (TR)

Areas to Avoid (VS)

Cockpit Glass Decals

When creating a decal for the cockpit, the artwork has to be within the lines of the cockpit shape. Due to the varying shapes of each cockpit the creator will need to make one decal that works with all the different cockpit types. Meshes for all of the current cockpits are supplied in the download file.

Solid or near solid cockpit decals will not be accepted. Please create completely unique and original cockpit decals.

Your JPG with submission must be combined on one .jpg image.

Details of the model asset:

  • One 1024x1024 24 bit color TGA image that fits within the UV template provided for each of the following cockpit types. (this means you will submit 5 textures, one for each aircraft type)
    • Mosquito
    • Reaver
    • Scythe
    • Galaxy
    • Liberator

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

Sample file includes:

  • 5 Cockpit glass meshes in .OBJ format (Scythe, Reaver, Galaxy, Liberator, Mosquito)
  • One 1024x1024 TGA color map
  • 5 Sample renders of each of the cockpits combined on one .jpg image

Mesh File Naming

The texture naming should use the following convention; "AssetType"_ "Faction"_"Gender"_"Class"_"series number". File Format. Use capital letters at the beginning of each word.

Example name:

Vehicle_TR_Mosquito_Attachment_CockpitGlass.obj

Texture Naming

The texture naming should use the following convention: "Distinction"_"Faction"_"Category"_"Assettype"_"TextureType"_"Name".File Format (_C = color map). Use capital letters at the beginning of each word.

Example name:

Vehicle_TR_Mosquito_Attachment_CockpitGlass_Tiger_C.tga

Must create decal for multiple cockpit types

Solid vs Image Decals

Download Sample

Helmets

Make sure the helmet matches the look and feel of the faction it was created for. Please reference the style guide for faction characteristics.

Details of the model asset:

  • Each helmet needs to be no greater than 6000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game
  • The texture for each helmet is provided for you, you must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

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

Mesh File Naming

The texture naming should use the following convention; "AssetType"_ "Faction"_"Gender"_"Class"_"series number". File Format. Use capital letters at the beginning of each word.

Example name:

Helmet_TR_Male_Engineer_Look001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Areas to Avoid (NC)

Areas to Avoid (TR)

Areas to Avoid (VS)

Scope

Customize your weapon with specialty optics. Create something that matches the style of our empire or broadly compatible with common weapons. Please reference the style guide for empire characteristics.

Details of the model asset:

  • Each scope needs to be no greater than 5000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture for each scope is provided for you and is named Weapon_**_SharedTextures01 (one version for each Empire.) You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

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

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Gender"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Weapon_TR_Scope_MultiMax001.OBJ

Sample file includes:

  • 1 Common Scope Example Mesh in .OBJ
  • 1 VS Scope Mesh in .OBJ
  • 1 TR Scope Mesh in .OBJ
  • 1 NC Scope Mesh in .OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 4 Diffuse (color) maps
  • 4 Normal maps
  • 4 Specular maps

Diffuse (Color) Map

Normal Map

Areas to Avoid (NC)

Areas to Avoid (TR)

Areas to Avoid (VS)

Melee Weapon

Customize your melee combat with a sweet shank. Create something that matches the style of our empire and is compatible with dagger animations. Please reference the style guide for empire characteristics. Extra points for creativity. Quality and detail increase sales.

Details of the model asset:

  • Each weapon needs to be no greater than 5000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture for each weapon is provided for you and is named Weapon_**_SharedTextures01 (one version for each Empire.) You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

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

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Gender"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Weapon_TR_Knife_Sabertooth001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map
  • 1 Specular map

Diffuse (Color) Map

Normal Map

Areas to Avoid (NC)

Areas to Avoid (TR)

Areas to Avoid (VS)

Cockpit Glass Decals

When creating a decal for the cockpit, the artwork has to be within the lines of the cockpit shape. Due to the varying shapes of each cockpit the creator will need to make one decal that works with all the different cockpit types. Meshes for all of the current cockpits are supplied in the download file.

Solid or near solid cockpit decals will not be accepted. Please create completely unique and original cockpit decals.

Your JPG with submission must be combined on one .jpg image.

Details of the model asset:

  • One 1024x1024 24 bit color TGA image that fits within the UV template provided for each of the following cockpit types. (this means you will submit 5 textures, one for each aircraft type)
    • Mosquito
    • Reaver
    • Scythe
    • Galaxy
    • Liberator

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

Sample file includes:

  • 5 Cockpit glass meshes in .OBJ format (Scythe, Reaver, Galaxy, Liberator, Mosquito)
  • One 1024x1024 TGA color map
  • 5 Sample renders of each of the cockpits combined on one .jpg image

Mesh File Naming

The texture naming should use the following convention; "AssetType"_ "Faction"_"Gender"_"Class"_"series number". File Format. Use capital letters at the beginning of each word.

Example name:

Vehicle_TR_Mosquito_Attachment_CockpitGlass.obj

Texture Naming

The texture naming should use the following convention: "Distinction"_"Faction"_"Category"_"Assettype"_"TextureType"_"Name".File Format (_C = color map). Use capital letters at the beginning of each word.

Example name:

Vehicle_TR_Mosquito_Attachment_CockpitGlass_Tiger_C.tga

Must create decal for multiple cockpit types

Solid vs Image Decals

Download Sample

Harasser Attachment - Windshields

This kit could be designed to work with all Harasser-class vehicles. It could also be designed to match a specific empire. Customize a Harasser so it looks even more deadly and intimidating.

Details of the model asset:

  • One mesh file be no greater than 1300 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture map is provided for you and is named Vehicle_Common_SharedTextures_BuggyQuad_Base_Chassis_C. You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example windshield.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Windshield_NC_Harasser_Deflector001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Areas to Avoid

Harasser Attachment - Bumpers

This kit could be designed to work with all Harasser-class vehicles. It could also be designed to match a specific empire. Customize a Harasser so it looks even more deadly and intimidating.

Details of the model asset:

  • One mesh file be no greater than 1500 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture map is provided for you and is named Vehicle_Common_SharedTextures_BuggyQuad_Base_Chassis_C. You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example bumpers.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Bumpers_NC_Harasser_Buffaloguard001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Areas to Avoid

Harasser Attachment - Hubcaps

This kit could be designed to work with all Harasser-class vehicles. It could also be designed to match a specific empire. Customize a Harasser so it looks even more deadly and intimidating.

Details of the model asset:

  • One set of four hubcaps needs to be no greater than 3000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture map is provided for you and is named Vehicle_Common_SharedTextures_BuggyQuad_Base_Chassis_C. You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example hubcaps.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Hubcaps_NC_Harasser_Vorpal001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Areas to Avoid

Harasser Attachment - Lumifiber Trim

This kit could be designed to work with all Harasser-class vehicles. It could also be designed to match a specific empire.

Details of the model asset:

  • One mesh file no greater than 1500 triangles.
  • The texture map is provided for you and is named Vehicle_Common_Buggy_Attachment_LitTrim001_PS.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example lumifiber trim.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

LitTrim_VS_Harasser_ElectroZing001.OBJ

Texture Naming

One texture map is provided for this item:

  • Vehicle_Attachment_WingLights_Gradient001.TGA

You will supply your work in grayscale and final colors will be applied in a later stage of production by DGC. You are invited to express your color ideas in the comments section of the submission form.

Diffuse (Color) Map

Normal Map

Areas to Avoid

Harasser Attachment - Tire Spikes

This kit could be designed to work with all Harasser-class vehicles. It could also be designed to match a specific empire. Customize a Harasser so it looks even more deadly and intimidating.

Details of the model asset:

  • One set of four tires needs to be no greater than 8000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture map is provided for you and is named Vehicle_Common_SharedTextures_BuggyQuad_Base_Chassis_C. You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example tire spikes.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

TireSpikes_NC_Harasser_EagleClaws001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Areas to Avoid

Sunderer Cosmetic Armor

This kit could be designed to work with all Sunderer-class vehicles. It could also be designed to match a specific empire. Customize a Sunderer to look even more deadly and intimidating.

Details of the model asset:

  • One mesh file be no greater than 1500 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture map is provided for you and is named Vehicle_Common_SharedTextures_BuggyQuad_Base_Chassis_C. You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example cosmetic armor.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Armor_NC_Sunderer_Magnesium001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Sunderer Attachment - Bumpers

This kit could be designed to work with all Sunderer-class vehicles. It could also be designed to match a specific empire. Customize a Sunderer so it looks even more deadly and intimidating.

Details of the model asset:

  • One mesh file be no greater than 2200 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture map is provided for you and is named Vehicle_Common_SharedTextures_BuggyQuad_Base_Chassis_C. You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example bumpers.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Bumpers_NC_Sunderer_Buffaloguardl001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Sunderer Attachment - Hubcaps

This kit could be designed to work with all Sunderer-class vehicles. It could also be designed to match a specific empire. Customize a Sunderer so it looks even more deadly and intimidating.

Details of the model asset:

  • One set of four hubcaps needs to be no greater than 4000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture map is provided for you and is named Vehicle_Common_SharedTextures_BuggyQuad_Base_Chassis_C. You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example Hubcaps.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Hubcaps_NC_Harasser_Vorpal001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Sunderer Attachment - Lumifiber Trim

This kit could be designed to work with all Sunderer-class vehicles. It could also be designed to match a specific empire.

Details of the model asset:

  • One mesh file no greater than 1500 triangles.
  • The texture map is provided for you and is named Vehicle_Common_Buggy_Attachment_LitTrim001_PS.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example lumifiber trim.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

LitTrim_VS_Sunderer_ElectroZing001.OBJ

Texture Naming

One texture map is provided for this item:

  • Vehicle_Attachment_WingLights_Gradient001.TGA

You will supply your work in grayscale and final colors will be applied in a later stage of production by DGC. You are invited to express your color ideas in the comments section of the submission form.

Diffuse (Color) Map

Normal Map

Sunderer Attachment - Tire Spikes

This kit could be designed to work with all Sunderer-class vehicles. It could also be designed to match a specific empire. Customize a Sunderer so it looks even more deadly and intimidating.

Details of the model asset:

  • One set of four tires needs to be no greater than 12,000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture map is provided for you and is named Vehicle_Common_SharedTextures_BuggyQuad_Base_Chassis_C. You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example tire spikes.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

TireSpikes_NC_Sunderer_EagleClaws001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Flash Cosmetic Armor

This kit could be designed to work with all Quad-class vehicles. It could also be designed to match a specific empire. Customize a Quad so it looks even more deadly and intimidating.

Details of the model asset:

  • One mesh file be no greater than 1500 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture map is provided for you and is named Vehicle_Common_SharedTextures_BuggyQuad_Base_Chassis_C. You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example bumpers.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Bumpers_NC_Quad_Buffaloguardl001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Areas to Avoid

Flash Attachment - Hubcaps

This kit could be designed to work with all Quad-class vehicles. It could also be designed to match a specific empire. Customize a Quad so it looks even more deadly and intimidating.

Details of the model asset:

  • One set of four hubcaps needs to be no greater than 3000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture map is provided for you and is named Vehicle_Common_SharedTextures_BuggyQuad_Base_Chassis_C. You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example Hubcaps.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Hubcaps_NC_Quad_Vorpal001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Areas to Avoid

Flash Attachment - Lumifiber Trim

This kit could be designed to work with all Quad-class vehicles. It could also be designed to match a specific empire.

Details of the model asset:

  • One mesh file no greater than 1000 triangles.
  • The texture map is provided for you and is named Vehicle_Common_Buggy_Attachment_LitTrim001_PS.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example lumifiber trim.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

LitTrim_VS_Quad_ElectroZing001.OBJ

Texture Naming

One texture map is provided for this item:

  • Vehicle_Attachment_WingLights_Gradient001.TGA

You will supply your work in grayscale and final colors will be applied in a later stage of production by DGC. You are invited to express your color ideas in the comments section of the submission form.

Diffuse (Color) Map

Normal Map

Areas to Avoid

Flash Attachment - Tire Spikes

This kit could be designed to work with all Quad-class vehicles. It could also be designed to match a specific empire. Customize a Quad so it looks even more deadly and intimidating.

Details of the model asset:

  • One set of four tires needs to be no greater than 8000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture map is provided for you and is named Vehicle_Common_SharedTextures_BuggyQuad_Base_Chassis_C. You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example tire spikes.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

TireSpikes_NC_Quad_EagleClaws001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map
  • 1 Normal map

Diffuse (Color) Map

Normal Map

Areas to Avoid

Lightning Cosmetic Armor

This kit could be designed to work with all Lightning-class vehicles. It could also be designed to match a specific empire.

Details of the model asset:

  • One mesh file be no greater than 2500 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture map is provided for you and is named Vehicle_Common_SharedTextures_BuggyQuad_Base_Chassis_C. You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example cosmetic armor.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Armor_NC_Lightning_Magnesium001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map

Diffuse (Color) Map

Normal Map

Lightning Cosmetic Turret

This kit could be designed to work with all Lightning-class vehicles. It could also be designed to match a specific empire.

Details of the model asset:

  • One mesh file be no greater than 3250 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture map is provided for you and is named Vehicle_Common_SharedTextures_BuggyQuad_Base_Chassis_C. You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example cosmetic turret.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Turret_NC_Lightning_TriCannon001.OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 1 Diffuse (color) map

Diffuse (Color) Map

Normal Map

Lightning Lumifiber Trim

This kit could be designed to work with all Lightning-class vehicles. It could also be designed to match a specific empire.

Details of the model asset:

  • One mesh file no greater than 1500 triangles.
  • The texture map is provided for you and is named Vehicle_Common_Buggy_Attachment_LitTrim001_PS.

Download the example file to learn more from the actual files. The example file also contains a sample buggy so you have the context of the full vehicle as well as the example lumifiber trim.

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

LitTrim_VS_Lightning_ElectroZing001.OBJ

Texture Naming

One texture map is provided for this item:

  • Vehicle_Attachment_WingLights_Gradient001.TGA

You will supply your work in grayscale and final colors will be applied in a later stage of production by DGC. You are invited to express your color ideas in the comments section of the submission form.

Diffuse (Color) Map

Normal Map

Scope

Customize your weapon with specialty optics. Create something that matches the style of our empire or broadly compatible with common weapons. Please reference the style guide for empire characteristics.

Details of the model asset:

  • Each scope needs to be no greater than 5000 triangles; objects that are too low in triangle count will not be accepted. Ensure that the level of detail matches the existing assets in game.
  • The texture for each scope is provided for you and is named Weapon_**_SharedTextures01 (one version for each Empire.) You must use this texture. You can use any part of the texture currently used. (Do not use any area in bright red, see example image on the right.) The texture provided will change over time so be sure to only use the areas that are currently mapped.

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

Mesh File Naming

The texture naming should use the following convention: "AssetType"_"Faction"_"Gender"_"Class"_"Series Number".File Format. Use capital letters at the beginning of each word.

Example name:

Weapon_TR_Scope_MultiMax001.OBJ

Sample file includes:

  • 1 Common Scope Example Mesh in .OBJ
  • 1 VS Scope Mesh in .OBJ
  • 1 TR Scope Mesh in .OBJ
  • 1 NC Scope Mesh in .OBJ

Texture Naming

Textures are pre-named for the user on provided file.

The textures provided in the example file are:

  • 4 Diffuse (color) maps
  • 4 Normal maps
  • 4 Specular maps

Diffuse (Color) Map

Normal Map

Areas to Avoid (NC)

Areas to Avoid (TR)

Areas to Avoid (VS)

Cockpit Glass Decals

When creating a decal for the cockpit, the artwork has to be within the lines of the cockpit shape. Due to the varying shapes of each cockpit the creator will need to make one decal that works with all the different cockpit types. Meshes for all of the current cockpits are supplied in the download file.

Solid or near solid cockpit decals will not be accepted. Please create completely unique and original cockpit decals.

Your JPG with submission must be combined on one .jpg image.

Details of the model asset:

  • One 1024x1024 24 bit color TGA image that fits within the UV template provided for each of the following cockpit types. (this means you will submit 5 textures, one for each aircraft type)
    • Mosquito
    • Reaver
    • Scythe
    • Galaxy
    • Liberator

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

Sample file includes:

  • 5 Cockpit glass meshes in .OBJ format (Scythe, Reaver, Galaxy, Liberator, Mosquito)
  • One 1024x1024 TGA color map
  • 5 Sample renders of each of the cockpits combined on one .jpg image

Mesh File Naming

The texture naming should use the following convention; "AssetType"_ "Faction"_"Gender"_"Class"_"series number". File Format. Use capital letters at the beginning of each word.

Example name:

Vehicle_TR_Mosquito_Attachment_CockpitGlass.obj

Texture Naming

The texture naming should use the following convention: "Distinction"_"Faction"_"Category"_"Assettype"_"TextureType"_"Name".File Format (_C = color map). Use capital letters at the beginning of each word.

Example name:

Vehicle_TR_Mosquito_Attachment_CockpitGlass_Tiger_C.tga

Must create decal for multiple cockpit types

Solid vs Image Decals