Let's say I made a lamp, with correct scale, a reasonable polycount and good looking metalness workflow maps.
(or it could be a set of lamps, just to make the whole thing more believeable)
Can I call the job done and submit the work?
if not,
how much additional work am I supposed to do?
For example:
-Users are likely to place the lamps in an interactive environment. This requires at least the use of Collision Boxes. Do I have to provide those?
-Users are likely to want functioning lamps. Will I need to also rig and animate the movable parts? Am I supposed to provide an already functioning code that will make a light pop up inside of the lightbulb when the light is turned on?
-Users may want to give players the ability break the prop. Should I consider creating a broken version of every lamp? A break animation maybe? Is it my responsibility to ease the programming part involving breaking the prop?
-Are LODS commonly required? What if the model was a car instead?
-Users may want to customize the object. Should I provide alternate materials or even useful info about map editing?
-Any other aspects that I may have overlooked?
Replies
It depends really on what you'd like the pack to offer, if you want the pack to offer a set of lamps that offer lighting to the scene, a blueprint that allows you to control the lamps, IES profiles, and if the meshes are random or not - then that's totally up to you,
Generally if you're developing a pack for just physics based meshes, then a reasonable polycount, collision and LOD meshes, are all required.
Ultimately it comes down to how much work you'd like to put into it - along with what exactly you'd like the pack to be.
Think about what you want from it!