End of the Year - Categories still useless

This is just a small question, regarding to “Decals” and “Atlases”, after nearly 2 months of being online…

When will these Categories get useful?

Right now, all Decals are still sitting inside 2D Assets, all Iconsets and Texture Atlases are under UI and Materials & Textures.

When will the Category tree of Fab being overhauled to fit Unreal Engine, Unity and UEFN individually - and not one fits all?

Epic, you are on the brink to also merge Fab with Artstation - the mess you will produce can not be described in any words - please fix your Categories and get some people to iterate the 2D Assets, UI and textures to make the previous named ones sitting in the correct categories - Decals and Atlases.
Or else, remove those useless categories if you don’t want to ever use them!

Ps.: Also add a “FAB” tag to the Foums Tag Box - you still cannot select a Tag for FAB, but for the old marketplace…

The whole FAB categorization is broken and leads to misunderstanding.

When users need a character, they prioritize a nice looking 3D model. If this model is animated or not is much less important.
Users can’t thoroughly search for characters because half of them are inside 3D models>Characters and the other half in Smart Assets>Characters.

We require a separate Characters category, with all Characters inside, where users can optionally filter for already animated characters or not.

Same with Props and Environments.
We have 3D models>Scenes and Smart Assets>Scenes and Tools & Plugins>Procedural Systems and an Environment category.
After months, many assets are still misplaced between those categories.
A new FAB user has no clue what the differences between them are and can’t quickly find a needed asset.
UE marketplace categories of Environment and Props were obvious and useful.

Adding an animated / interactive / modular optional filter along with adding a new Environment Creation Tools category would be much better.

2 Likes