Submit
 BGE Central is a community dependent site. I do my best to ensure a wide diversity of 3d models and tutorials are available for everyone to use but it cant be done by one person. If you are a talented modeler why not submit a model or two to the site? If you are a great texture artist download a model that you think needs a new coat of paint and get skinning. Perhaps you are handy with logic bricks or python or just know some great tips for aspiring and developing game designers. Whatever your talent I'm sure you can help. Submit to the site and help it grow. The bigger it gets the more it can help you!

All submissions are handled through the bgecentral@ymail.com account. If your submission is larger than 10MB (though I don't see why it should be) it would be easier to upload it to a file hosting service and email the link and description.

Here are some submission guidelines to keep the site streamlined and easy to use:

Models:

-Models should be low poly optimized and game ready
-They should be UV unwrapped and have either a usable texture or at least a UV test grid applied
-The file should contain no other 3d models or excess data
-Please include a 256x256 render of your model to display on the page
 UniHuman Morphs:

UniHuman morphs use blender's shape key system. To add them to the standard UH model the RVK script is employed. Because of these stipulations UniHuman morphs must be made by vertex pushing alone. The number of verticies cannot increase or decrease as this will stop the Shapekeys from working. A recommended course of action for making morphs is to apply multires (deletes all old keys) and add a few levels. From here use the sculpt tools to make your morph. Save the file and submit.
Tutorials:

Tutorials should be written in the layout described here. The reason that a standard layout is used is so learners are using a familiar layout and know where to look to find the data. Using this brings a uniformity to the tutorials and improves ease of use.
Textures:

Textures can be submitted either of two ways; with the model they are a texture map for or with the name/a link to that model. This is just for organizational ease when updating the site.

Also, don't limit yourselves to colour maps. The BGE supports specularity maps, normal maps and illumination maps. All models deserve love in all map departments.
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