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How to Get Started

red and gold gorget

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.
cloak

Texture Naming

Texture naming must be:
cloakdescription_c.tga     diffuse (color)

cloakdescription_n.tga     normal

cloakdescription_s.tga     spec

Example of color texture Color
Example of normal texture Normal
Example of specular texture Spec

Cloaks

Each texture map must be exactly 512x512 pixels.

The asset will have 3 texture maps:

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

The left half of the map (256w 512h) is the back of the cloak, the right half is the inside of the cloak.

Download Sample

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

House Items

  • 2000 triangles is the maximum. No Level of Detail (LOD) meshes are necessary.
  • 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.
  • Review your polygons. If a polygon doesn't serve a shape/silhouette/UV purpose, it should not be there. (Example: a 12-sided pipe work does not display perceptively better than a 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 humanoid relatable scale objects (a human is about 6 feet in EverQuest II.)
eq2 machine

Texture Naming

Texture naming must be:
itemdescription_c.tga     diffuse (color)

itemdescription_n.tga     normal

itemdescription_s.tga     spec

Example of color texture Color
Example of normal texture Normal
Example of specular texture Spec

Objects are humanoid relatable in scale.

Mesh name should be itemdescription_L0 where 'itemdescription' may be dwarvenchair_L0.

Each house item texture map must be 512x512 (or smaller power-of-2) or an equivalent power-of-2 non-square dimension (256x1024, 256x512, etc.) not exceeding 2048 in any direction.

The asset will have 3 texture maps:

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

Download Sample

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

Weapons and Shields

  • 1000 triangles is the maximum. 1 mesh LOD at approximately half the resolution should be created only if the base mesh exceeds 500 triangles.
  • Each weapon or shield and its LOD should be 1 mesh shell. No loose shells, work in progress pieces, etc.
  • LOD should be its own OBJ file. So if creating an LOD, 2 OBJs will be submitted.
  • Review your polygons. If a polygon doesn't serve a shape/silhouette/UV purpose, it should not be there. (Example: a 12-sided pole does not display perceptively better than a 6-sided.)
  • Soften and harden edges or face smoothing groups appropriately. The surfaces will then take on light accordingly.
  • An optional black and white Fresnel map can be used to achieve a sheen look.
  • Accepted weapon stances are: 1hand_crush (hammers and maces), 1hand_pierce (daggers), 1hand_sword (swords and axes), 1hand_wand, 2hand_sword (large swords, axes, hammers, and maces), bostaff (monk staff), and pike (halberds).
  • Use the provided weapon and shield samples for scale and position reference.
sword

Texture Naming

Texture naming must be:
weapondescription_c.tga     diffuse (color)

weapondescription_n.tga     normal

weapondescription_s.tga     spec

weapondescription_f.tga     fresnel

Example of fresnel map Fresnel
Example of color texture Color
Example of normal texture Normal
Example of specular texture Spec

Weapons

Mesh name should be stance_itemdescription_L0 where 'itemdescription' may be 1handsword_dwarven_L0.

For the Mesh LOD, the naming is identical, except L0 becomes L1.

Each weapon item texture map must be 512x512 (or smaller power-of-2) or an equivalent power-of-2 non-square dimension (256x1024, 256x512, etc.) not exceeding 2048 in any direction.

The asset will have 3 maps with an optional 4th Fresnel map:

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

Download Sample
shield

Texture Naming

Texture naming must be:
shielddescription_c.tga     diffuse (color)

shielddescription_n.tga     normal

shielddescription_s.tga     spec

shielddescription_f.tga     fresnel

Example of fresnel map Fresnel
Example of color texture Color
Example of normal texture Normal
Example of specular texture Spec

Shields

Mesh name should be stance_itemdescription_L0 where 'itemdescription' may be shield_dwarven_L0.

For the Mesh LOD, the naming is identical, except L0 becomes L1.

Each shield item texture map must be 512x512 (or smaller power-of-2) or an equivalent power-of-2 non-square dimension (256x1024, 256x512, etc.) not exceeding 2048 in any direction.

The asset will have 3 maps with an optional 4th Fresnel map:

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

Download Sample
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