This page explains the basic workflow for downloading, previewing and using MediaPixel Games assets.
MediaPixel Games assets are created for artists, game developers, prototyping teams and creative projects.
Some assets are free samples, while others are part of complete packs released on external stores.
Before downloading or using an asset, always check its dedicated page.
Each asset page may include:
Not every asset includes the same files or the same level of documentation.
Free assets are usually provided as ZIP packages.
A typical package may include:
The exact structure may vary depending on the asset, pack or production stage.
After downloading, extract the ZIP file before importing the asset into your 3D software or game engine.
When a GLB file is available, it can often be used for quick previewing.
GLB files are useful for:
If the asset page includes a 3D viewer, you can inspect the model directly before downloading it.
Depending on the provided formats, assets may be imported into software such as:
FBX and OBJ files are usually the most common options for general 3D exchange.
Native source files such as C4D or BLEND may be provided for some assets or packs, but they are not always included.
Assets may be used in game engines depending on the included formats.
Common workflows include:
Some materials, scale values or shader settings may need to be adjusted depending on your target engine.
Assets are usually created with a consistent visual scale, but you should always verify them inside your own project.
Recommended checks:
For environment packs, it is also useful to test how modular pieces fit together.
Some assets may use simple materials, while others may include texture files.
Depending on the target software or engine, you may need to:
The asset page or pack documentation should mention important material notes when needed.
Free assets are provided as samples, experiments or standalone resources.
They can be useful for:
Always check the license information on the asset page before using a free asset in a project.
Paid packs are usually distributed through external stores such as Fab.
The MediaPixel Games website may provide:
The actual purchase, download and store-specific license are handled by the external platform.
A simple workflow is:
MediaPixel Games assets are updated gradually.
Some early assets may include fewer formats or simpler documentation.
More complete packs may include additional previews, source files, technical notes or production breakdowns.
If an asset is updated, the related documentation page may also be updated.