DCC production guide
3D Asset Delivery Limits and Acceptance Checklist
Direct answer: Accept a delivered asset only when the submitted package matches its manifest, stays within file size, polycount, texture, material, rig, and performance limits, imports cleanly into a fresh target project, and includes reproducible visual and technical evidence. A viewport screenshot alone is not an acceptance test.
File Size LimitPolycount LimitTexture Size LimitTechnical Check
Run the delivery gate in a repeatable order
Copy the submission into an empty review location and compare its contents with the manifest. Scan for missing textures, absolute paths, duplicate files, unsupported formats, and accidental caches. Open the source in the named DCC release, then import the interchange file into a clean target-engine project using the approved preset. Run automated geometry and naming checks before visual review. Finally, profile the asset in the specified scene and hardware tier. Record pass, fail, waiver, reviewer, and evidence link for every criterion.
Define measurable limits and measurement methods
A limit needs a value, unit, scope, and measurement point. State whether file size means compressed upload, uncompressed source, imported resource, or packaged runtime bytes. State whether polycount means triangles at LOD0, the sum of all LODs, or a maximum visible instance set. Texture size should include width, height, bit depth, format, mip policy, and total memory. Add material slots, draw calls, bones, skin influences, collision primitives, animation duration, and load-time thresholds when relevant.
Apply limits to the correct platform and asset class
A background prop, hero character, modular kit, and cinematic asset should not inherit one arbitrary budget. Derive thresholds from camera importance, instance count, target hardware, renderer, and streaming plan. Preserve a global ceiling, but define class-specific allowances below it. Count generated collision, embedded media, morph targets, blend shapes, and dependencies. Do not approve a tiny transfer archive that expands into an oversized runtime asset, or a mesh that meets triangles while multiplying draw calls through many material slots.
Decision example: threshold failure with a justified waiver
A boss character exceeds the LOD0 triangle cap by five percent but stays within GPU frame time, memory, and lower-LOD targets in the final encounter. The team may issue a scoped waiver that names the build, platform, measured scene, owner, and expiration condition. By contrast, a prop exceeding its texture allocation with no visible improvement should be returned for correction. Waivers are evidence-based exceptions, not a way to convert every failed check into approval.
Diagnose common delivery failures
Missing textures often come from absolute source paths or uncollected dependencies. Unexpectedly large packages may contain hidden geometry, construction history, embedded previews, unused takes, or duplicate high-resolution images. A triangle discrepancy can result from modifiers, tessellation, triangulation, or counting quads in the source and triangles in the engine. Visual differences after import point to color space, tangent basis, shader translation, units, or axis conversion. Reproduce the failure from the submitted package before requesting a fix.
Evidence checklist for final acceptance
- Versioned manifest with file names, sizes, checksums, dependencies, tool versions, and asset identifier.
- Automated report for triangles, vertices, materials, textures, bones, collision, transforms, and naming.
- Clean-project import log with zero unknown warnings and the exact import preset attached.
- Wireframe, UV checker, shaded turntable, LOD transitions, collision view, and representative close-up.
- Profiler capture for memory, loading, draw calls, and frame cost under the named test conditions.
- Signed result showing passed criteria, approved waivers, rejected items, and accountable reviewer.
Multilingual acceptance workflow table
Place these labels together in delivery forms so reviewers across regions report the same gate and outcome.
| 中文 | English | 日本語 | Workflow usage |
|---|---|---|---|
| 文件大小限制 | File Size Limit | ファイルサイズ制限 | Set the measured package scope, units, and maximum bytes. |
| 多边形数量限制 | Polycount Limit | ポリゴン数制限 | Set the triangle scope and threshold for each asset class and LOD. |
| 纹理尺寸限制 | Texture Size Limit | テクスチャサイズ制限 | Set dimensions, bit depth, compression, mip policy, and memory scope. |
| 提交清单 | Submission Checklist | 提出チェックリスト | Confirm package contents and required evidence before review starts. |
| 技术检查 | Technical Check | テクニカルチェック | Run measurable geometry, texture, rig, import, and performance tests. |
| 验收标准 | Acceptance Criteria | 受入基準 | State the approved pass conditions and waiver policy. |
Enter each numerical value beside its label in the signed review form; scope and units matter as much as the threshold.
Related DCC references
FAQ
Is a source-file size limit enough?
No. Measure the source, interchange export, imported runtime size, textures, and packaged result because each reveals different delivery costs.
Should hidden geometry count toward the polycount limit?
Yes if it ships or renders. Remove it or document why it is required rather than excluding it from the report.
Can an asset pass with engine import warnings?
Only when each warning is classified, approved, and shown to be harmless. Unknown or new warnings should fail the gate.
What evidence closes an acceptance review?
A versioned checklist, automated report, clean-project import, representative renders, performance capture, and named approver provide a reproducible receipt.