FAQ



FAQ




Frequently Asked Questions About StemCell





Creating StemCell content is a new process and can be confusing at first. We’ve compiled a list of questions we often get from artists to help make learning the process easier






General Questions




What are some of the benefits of creating StemCell 3D models?
Creating a StemCell model comes with a range of benefits. A StemCell model will be available to a much wider range of customers and will have more visibility than an average model. Even though the workflow might be slightly different from your usual methods, the benefits outlined below show why it is worthwhile to create StemCell Content.

  • StemCell models will automatically be converted into native files for 3ds Max (V-Ray, Physical, and Arnold), Maya (V-Ray and Arnold), Cinema 4D (Physical Renderer and Arnold), glTF, and USD.
  • A new StemCell badge will be added to models to increase their visibility in search. A new search filter for just StemCell content has also been added.
  • The StemCell specification is based around widely accepted industry standards (including PBR textures) which makes the content more desirable for customers.

Are all artists eligible to submit models for StemCell?
Yes! Anyone is able to submit their models for StemCell submission.

How do I submit a model?
To submit a model for StemCell, create a job in StemCell My Products. A full training page on submission can be found here.

An additional submission method will be added here soon. Stay tuned!

What upgrades are planned for StemCell?
We are hard at work continuing to improve StemCell in two ways.

  • Further R&D to provide accurate conversion results for all your StemCell assets.
  • Further development of our automation pipeline to help fill in the gaps when not all specifications have been met.

We always suggest you follow the StemCell specifications closely, but we know the process of creating quality 3D assets from beginning to end can be daunting and time consuming.

Because of this we continue to research ways we can ease the stress of submitting by automating minor fixes that will not alter the quality of the model in any way.



Publishing Questions




How do I publish a finished StemCell model on TurboSquid?
Once the product is finished converting, the job in Squid.io will ask you for a TurboSquid Product ID. Enter the ID for the product and the servers will automatically add the conversions and renders to that product.

An additional method to publish will be added here soon. Stay tuned!

Is there a sample product which shows a good way to publish a StemCell model?
TurboSquid has published an example product that was created as a StemCell model. You can look at the TurboSquid asset to see how it is presented.



Modeling Questions




Which software should I use to create StemCell models?
The final model needs to be submitted from 3ds Max or Blender with no special plugins required. However, any modelling software can be used to create the original geometry.

Is there a polycount limit?
There is no hard polycount limit, but the base geometry should be as optimized as possible, especially if you are submitted for real-time formats. A model’s base-level geometry will be converted to various exchange formats for use in real-time.

Can I use smoothing modifiers on my model?                                                                                                            Smoothing groups need to be included on the model. The smoothing group information will be transferred to the other packages. As for smoothing modifiers, we currently support TurboSmooth, OpenSubDiv, ArnoldGeometryPropertiesModifier, and Subdivision Surface (i.e. SUBSURF). Please note that your model should still render with its intended silhouette without the help of these smoothing modifiers.




StemCell Limitations




Does StemCell support rigged models?
StemCell does not support rigged models at this time. However, you can submit static or t-posed versions of a model.

Does StemCell support hair or fur?
StemCell does not support hair and fur modifiers or plugins at this time.

Does StemCell support displacement maps?
StemCell does not support displacement maps. Normal maps should be used instead.

Can I use a bump map instead of a normal map?
StemCell does not support bump maps and a normal map should be used instead.

Does StemCell support SSS materials?
StemCell does not support SSS materials at this time.

Can I submit models that use refractive or transparent materials?
Yes, refractive and transparent materials are accepted, but they have to be created using a metal rough workflow. We detail how each supported map type should be setup, for example you can read about Max VRay setups here. Other DCC/renderer combinations are also documented and can be found on the left navigation bar, under StemCell Textures & Materials.




Texturing Questions




I am going to create both Specular and Metallic textures. Which set should I create first?
StemCell only supports a PBR Metal/Rough workflow. Therefore only Metal/Rough textures should be used when creating your model.

What software packages can I use to create textures?
You can create textures in any software you are comfortable with. Many artists find that Substance Painter and Quixel Suite are good tools to create Metallic textures.

Do I need both metal and specular workflow textures?
No. Only a Metal/Rough texture set is required. Any other textures will be lost during the automation process.

How should I texture glass materials?
Glass materials should be textured like any other material. All of the texture maps are required (base color, roughness, etc.) and a transmission map should be used to create the transparency. For tips and tricks to creating accurate glass, choose a provided link below!

3ds Max / V-Ray // 3ds Max / Arnold // Blender / Cycles



Converted Model Questions




The converted models look different from each other. Is this normal?
Because of the way lighting and textures are calculated in different programs, there is always going to be a slight difference between the converted versions. A subjective rule-of-thumb is that an accurate StemCell model will have conversions that look at least 90% like the original. If the renders of the converted versions are drastically different, this could mean that something in the model does not follow the StemCell specifications and/or contains textures with incorrect values.

If I don’t like one of the conversions, do I have to publish it?
You are not required to publish every converted file, but sales will be better if you publish more conversions. If one or two conversions look broken, there are probably texture updates required.

Can I edit the converted files?
The converted files should not need to be edited. However, if you do make changes which affect the render output, new preview images will be needed.

As of May 5 2025, Unreal and Unity formats will no longer be generated as StemCell outputs.

How can I use StemCell content in Unreal?
Unreal supports glTF, FBX, and USDz. While we currently recommend glTF or FBX, evolving support for MaterialX in USDz will likely become the preferred path as engine integration matures.

How can I use StemCell content in Unity?
StemCell content is ready-to-use in Unity via FBX or glTF, but FBX is preferred because it requires no plugin setup and includes embedded metal/rough textures. Note: As Unity’s USD support matures it may become the preferred format.