Frankly, anyone who can make such models, can sell them perfectly fine alone without sharing any revenue with you. Also the bulletpoints on your side sound rather like you are desperately fishing for any buzzword to get something on your side, but those are not really required from you:
Store management on e.g. Fab is minimal work, esp. with good details and showcases. The search engines will find it also fine without any further “SEO” from you
What dev communities are you even talking about…advertising on reddit and Discord would take a few minutes. Show a track record of your marketing success if you can.
In most cases Unreal makes the LODs and collisions just fine automatically or with minimal manual adjustment. Material instances are not required, but optional esp. if the textures are already made and 4k is not a quality criteria, rather a memory requirement.
A legal agreement would only be necessary (and enforceable) when working with you, not when doing it alone.
So nothing what you list up would justify 50% of the revenue, or even be necessary.
In my opinion, a competitive Modular 3D Environment Pack has to be unique in theme, unique in art-style, with over 100 parts and pieces, and come with tools to automate construction and assembly.
But why do another modular environment kit? I’ve been a hardcore advocate for the modular design approach to 3D entity models in games for years.
I’ve been encouraging 3D Artist to publish more modular 3D parts and pieces kits for Character Armor/Clothing, Creatures, Vehicles, Weapons, Machines, Props, etc Models I was interested in purchasing.
I have 0 patience for 3D modeling, but I do enjoy Kitbashing 3D Entities, Props, Architecture, Environments from pre-modelled parts and pieces.
I develop runtime editing / customization, and procedural assembly subsystems to support the methodology in my game concepts.
3D Model Content Synthesis has always been a barrier for me in my game design, but, thanks to Generative AI / LLMs the limitations have been exterminated. I can now pursue the development of real-time dynamic modular 3D content generation subsystems and supplemental kits I’ve always wanted on my own.