Synty Studio assets not according to Epic specs

The asset packs from Synty Studios were built with Unity in mind, and do not

  1. follow Epics workflow for .fbx reg. material IDs or
  2. have proper collision as required from the marketplace guidelines in:
    2.3.3.f Meshes must have proper collision where applicable…

Regarding 1): the meshes do not have material ID’s assigned to different groups of polygons with the same material, e.g. a car’s body, tires, glass.
Epic workflow for this set correctly here in the fbx material pipeline:

Instead each mesh from Synty has one unique skin, which refers to a color (UV-coordinate) of a master material. So even if you would copy and tint this material to match your desired color, you also tint and change all the other colors for this mesh in its master material. E.g. tint the skin color of a character mesh also tints all his other surfaces like clothes.

With this false setup, each buyer would have to export each model, re-skin/UV it in an 3d program and re-import it into unreal to make any material changes…which is practically not doable.

So please Epic: demand from Synty studios, that all their assets on the Unreal marketplace are built according to Unreal specs with material ID’s, so they can be used and changed with the unreal material slots.
It’s not my job to warn all buyers on each of the dozends of their packs on the Unreal marketplace, but you have to make sure all assets on the Unreal marketplace are made for Unreal and not in Unity workflow/specs.

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Thanks for saving me $300.

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