Documentation
MR POLY Documentation
Welcome to the MR POLY Documentation Hub. Here you'll find practical guidance for downloading, importing, organizing, customizing and using our 3D assets across game engines, 3D software, rendering pipelines and digital content marketplaces. Because our assets may be distributed in different formats and configurations, always check the product page for the exact files, compatibility information and included content for each asset.
1. Before You Download
Before downloading an MR POLY asset, check its product page and marketplace listing for the included file formats, supported software, engine compatibility, texture resolution, licensing information and any product-specific requirements.
Different marketplaces may provide different package structures or file sets for the same asset. The marketplace listing and the files included with your purchase are the source of truth for that specific distribution.
- Check the supported file formats before downloading.
- Confirm that the asset is compatible with your target software or game engine.
- Review texture resolutions, materials and included maps.
- Check whether the product includes source files, exported formats, prefabs, scenes or other optional content.
- Keep a backup of the downloaded files so you can restore the original asset if needed.
2. File Formats
MR POLY assets may be distributed in several common 3D formats depending on the product and marketplace. Use the format that best matches your workflow and target application.
Not every product includes every format. Always check the product listing for the exact formats included with that asset.
Common formats
FBX is commonly used for game-engine workflows, OBJ is useful for straightforward geometry exchange, GLB/GLTF is well suited to modern real-time and web workflows, and BLEND preserves Blender-specific source information. Availability varies by product.
3. Importing Assets into Your Software
The exact import process depends on the application you are using. After downloading an asset, choose the format recommended by your target software and follow that application's normal import workflow.
For engine-specific packages, use the package or project format supplied for that engine when available. For general-purpose assets, use the interchange format that best preserves the geometry, materials, animation and other data you need.
- Download the asset from the marketplace where you purchased or obtained it.
- Extract the downloaded archive if the marketplace provides a ZIP or similar package.
- Review the included folders and files before importing anything.
- Choose the appropriate format for your target software or engine.
- Import the asset using the application's standard asset or package import workflow.
- Check geometry, scale, orientation, materials, textures and animations after import.
- Save the asset inside an organized project or library structure.
4. Game Engine Workflows
MR POLY assets may be used in different real-time engines depending on the product and included files. The same source model can often be prepared for multiple engines using the appropriate exported format and material setup.
Always check the individual product page for engine-specific support, package files and compatibility notes.
- Use the Unity package when one is provided for the product.
- Check the required Unity version and render pipeline when listed.
- Use the matching materials, shaders or pipeline-specific content supplied with the asset.
- Verify textures, lighting and prefab references after import.
Unity
Some MR POLY products may include Built-in, URP or HDRP-specific content. These options are product-dependent and should not be assumed for every asset.
5. Unreal Engine & Fab Workflows
For Unreal Engine workflows, use the Unreal-ready package or the interchange format provided by the product. Fab listings may include engine-specific files as well as general-purpose formats for other workflows.
After importing, review materials, textures, scale, collision, LODs and other engine-specific settings before using the asset in production.
- Use Unreal-ready files when they are included.
- Check material instances and texture assignments after import.
- Verify world scale and orientation.
- Review collision settings for gameplay assets.
- Check LOD configuration for performance-sensitive assets.
6. Blender & DCC Workflows
MR POLY assets may be used directly in Blender or other digital content creation applications. When a native source file such as .blend is provided, use it when you need access to the original scene, materials or Blender-specific organization.
For applications other than Blender, choose an interchange format such as FBX or OBJ when appropriate and review the imported scene before production use.
- Use .blend files when available for Blender-specific workflows.
- Use FBX when you need broader scene or animation interchange.
- Use OBJ for simple static geometry exchange.
- Check material assignments and texture paths after importing.
- Verify scale, normals, smoothing and object hierarchy.
7. Materials & Textures
Materials may require different setup depending on the target engine or 3D application. Texture maps supplied with an asset should be assigned according to the material workflow supported by your target software.
When a product includes PBR textures, common maps may include Base Color, Normal, Roughness, Metallic, Ambient Occlusion and Emission. Not every product includes every map.
- Keep texture files together with the asset unless your pipeline requires another structure.
- Check that normal maps are interpreted correctly by the target application.
- Verify color-space settings for color and non-color maps.
- Recreate or adjust materials when moving between different renderers or engines.
- Do not assume that a material setup from one engine will transfer perfectly to another.
Common texture maps
8. Scale, Orientation & Geometry
Correct scale and orientation are important when combining assets from different sources. MR POLY aims to provide practical and consistent asset dimensions, but the final setup should always be verified in the target application.
- Check the imported object's dimensions against your project's expected scale.
- Verify the up-axis and forward-axis conventions used by your software or engine.
- Check object pivots and origins before animation or modular placement.
- Verify normals and smoothing after conversion between formats.
- Inspect mesh density and topology before making significant edits.
9. Performance & Optimization
Game-ready assets should be evaluated in the context of the project where they will be used. Performance depends on the number of assets, visible geometry, materials, textures, lights, shadows, animation and rendering settings.
Performance & Optimization
- Use LODs where appropriate for distant or frequently repeated objects.
- Avoid unnecessary materials and material slots.
- Use texture resolutions appropriate for the target platform.
- Reuse materials and textures when practical.
- Reduce unnecessary geometry for assets that do not require high detail.
- Use instancing or batching techniques when supported by the target engine.
- Optimize lighting, shadows and reflection features according to the scene.
- Profile the final project rather than judging performance from an isolated asset.
10. Customization
MR POLY assets are designed to be used as production content, but many can also be customized for your project. The exact editing workflow depends on the format and the software you use.
- Duplicate the original asset before making destructive edits.
- Keep source files separate from exported or modified versions.
- Use non-destructive material and texture workflows where possible.
- Maintain the original object hierarchy when other files or prefabs depend on it.
- Re-export using the settings recommended by your target engine or application.
11. Marketplace & Package Differences
MR POLY publishes assets across multiple marketplaces, and each marketplace may use different packaging, licensing, metadata and delivery systems.
An asset purchased from Unity Asset Store, Fab, CGTrader, TurboSquid, Blender-focused marketplaces or another platform may not have exactly the same package structure even when the underlying asset is similar.
- Follow the installation instructions provided by the marketplace where you obtained the asset.
- Check the product's included files before assuming a format or package is available.
- Keep marketplace-specific documentation with the corresponding asset.
- Use the product page as the reference for compatibility and included content.
12. Updating an Asset
When an existing MR POLY asset receives an update, back up the current version before replacing or importing new files. Updates may include revised models, textures, materials, package structures or compatibility changes.
- Back up your project or original asset files.
- Read the update notes for the affected product.
- Remove or archive the old version only when appropriate for your workflow.
- Import or copy the new files using the method recommended by the marketplace or product documentation.
- Check references, materials, prefabs, animations and scene placement after updating.
- Re-test the affected scenes before shipping the project.
13. Licensing & Usage
Every marketplace and product may have its own license terms. Before using an MR POLY asset commercially, review the license associated with the marketplace and product you obtained it from.
Do not redistribute, resell or repackage source asset files unless the applicable license explicitly permits that use.
- Review the license before commercial or client work.
- Keep proof of purchase or marketplace ownership when appropriate.
- Do not redistribute source files as standalone assets.
- Check marketplace-specific restrictions for extended or team usage.
14. Frequently Asked Questions (FAQ)
Frequently Asked Questions
Which format should I use?
Use the format that best matches your target software or engine. FBX is a common choice for game-engine workflows, OBJ is useful for simple static geometry, GLB/GLTF works well for modern real-time and web workflows, and BLEND is preferred when you need Blender's native source data. Check the specific product listing for available formats.
Does every MR POLY asset support Unity and Unreal Engine?
Not necessarily. Support depends on the product, included files and marketplace distribution. Check the individual product page for exact engine compatibility and package information.
Can I use an FBX file in Blender?
Yes. Blender can import FBX files, although materials, modifiers, hierarchy and other application-specific data may require adjustment after import.
Can I use an OBJ file in a game engine?
OBJ can be used for static geometry in many game engines, but it may not preserve all the data available in formats such as FBX. Check the target engine's import capabilities and the product's requirements.
Why do materials look different after importing?
Material appearance can change between renderers, game engines and 3D applications. Check texture assignments, color-space settings, normal maps, lighting and the target application's material model.
Why is the model the wrong size?
Scale conventions can differ between applications and file formats. Verify the project's unit settings, imported scale and the asset's intended dimensions.
Can I edit the assets?
Many assets can be edited or customized for your own project, but the exact workflow depends on the supplied format and the applicable license.
Where can I get help with a specific asset?
Start with the product page and the documentation provided by the marketplace where you obtained the asset. For additional assistance, you can also contact MR POLY support or join the Discord community.
15. Support & Contact
If you run into an installation, import, compatibility or asset-related issue, please provide the product name, marketplace, software or engine version, file format and a clear description of the problem. Screenshots or error messages can also help us diagnose the issue faster.