# MONA Claim Asset Requirements

The Maximum specs below will still pass but would not be considered a good asset for a Mobile/Standalone VR experience (depending on the space and number of VRMs in the space). That said, it should work well enough in a desktop environment.

Texture size plays the largest part in *file size*. Material count and Polycount play the largest part in *performance*, which is very important when it comes to WebGL, Standalone VR and Mobile platforms.

For more information on Polycount, materials, and textures go to [asset-requirements](https://docs.monaverse.com/create/creating-assets/asset-requirements "mention").

## 3D Assets

* File type: GLB
* Materials : 1 Recommended (*2 maximum*)
* Textures:&#x20;
  * One 512 x 512 single texture / 256 x 256 multiple textures per material *Recommended*.
  * One 1024 x 1024 single texture / 512x 512 multiple textures per material *maximum*.
  * Smaller size is recommended for more than one material.
    * Optional - Alpha for transparency (inc. in Diffuse texture).
    * Optional - Normal map.
    * Optional - Roughness (G) / Metallic (B) map.
    * Optional - Emissive map.
    * All material settings should be set correctly in the Asset Creation program.\
      For more information on materials in Blender -[ glTF 2.0 - Blender 4.1 Manual](https://docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html)
* Positioning and Scale:
  * Object should be positioned at the origin of the scene
  * Object should be a reasonable scale (not extremely large) so it looks good in AR.
* Additional file types:
  * Optional - USDZ (Enables QuickLook on Mobile Safari and Vision Pro)

| Excellent GLB Specs / All platforms                                                                                                          | Good GLB Specs / Most platforms                                                                                                                   | Maximum GLB Specs / Desktop                                                                                                                    |
| -------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------- |
| <p>Less than 5Mb in total</p><p>Less than 750 polygons (1,500 triangles)</p><p>1 Mesh</p><p>1 Material</p><p>512 x 512 Total textures \*</p> | <p>Less than 8Mb</p><p>Less than 1,750 polygons (3,500 triangles)</p><p>1-2 Meshes</p><p>1-2 Materials</p><p>512 x 512 Individual textures \*</p> | <p>Less than 10Mb</p><p>Less than 5,000 polygons (10,000 triangles)</p><p>1-4 Meshes</p><p>1-2 Materials</p><p>1024x1024 Total textures \*</p> |

\* Note how the textures differ from Total and Individual. Total means that all your textures add up to the target textures.&#x20;

512x512 total textures would be 256x256 versions of diffuse, normal, Smoothness/Metallic, and emissive texture. 512x512 Individual texture would be 512x512 for *each* texture type.&#x20;

## Asset Image

PNG Image to use for Promotion + Claim.

* 2000x2000 resolution
* Asset on transparent background (or white if need be)
* No branding, tags or labels in background or foreground
* Entire asset within the image (no closeups etc).

<figure><img src="https://3438761929-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MkgZbQzoznBJC_ld633%2Fuploads%2FMKWtz5woCk1STQvSkEEo%2FAssetThumbnails.png?alt=media&#x26;token=1817ff8e-c14b-4d86-811a-2a91c359df3a" alt=""><figcaption><p>Image Examples...</p></figcaption></figure>
