Scene Organization

Before publishing your 3D model for sale, take a few moments to organize the scene for the customer. A few minutes of your time saves the customer many more minutes, and even hours, of work after buying your model.

Customers, by survey, expect the following from the 3D models they buy:

  • Objects have intelligent names
  • Objects are grouped in appropriate ways (grouping, linking, selection sets, layers, etc.)
  • No extraneous or hidden objects in the scene
  • If the model has multiple parts, include a single control object so they pick up and move the entire object at once.
  • If the object includes subdivision, make it so the subdivision can be easily removed and added at will (examples: TurboSmooth modifier in 3ds Max, build history in Maya).

Naming Objects Intelligently

A customer can find it particularly frustrating to download a 3D model made up of dozens of objects with default names like Box32, Box33, etc. You could name your objects as follows:

  • Window01
  • Window02
  • Front Door, etc.

We don't encourage putting the file name in front of the object name. This makes the object name too long and can slow down workflow when looking for objects. The length of the object name will result in the customer only being able to see the file name in the preview field.


Here is what one of our customers has to say about intelligent object names.

Customer Interview: Kim Lee of Worlds Away Productions

Putting Like Objects Together

Your 3D software has tools for grouping objects together in various ways. Sometimes it makes more sense to use hierarchical linking, layers, or some other method to keep like objects together. Consider how a customer will most likely select the objects, move or rotate objects, and otherwise use your model, and you'll find the best ways to organize your scene.

Organizing Your Scene

The videos below show you how to organize your scene for the best customer experience using 3ds Max and Maya.

Scene Organization in 3ds Max

Scene Organization in Maya

Next: Texture References >>

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