Create an attractive model, check it, and add it to your inventory when you are ready. Personal inventory uses automatic technical checks. Marketplace review is a separate action.
From Idea to Your World
- Open Nova Model Editor and create a private draft. Build with shapes, reopen a supported saved model, or ask Nova for help.
- Inspect the model from several angles. Choose its intended category in Inventory Readiness and check its dimensions, materials and animation.
- Choose Check Model. The report identifies measured dimensions, triangle count, parts, material combinations and any issues to fix.
- Choose Add to Inventory. The server checks the current saved version again. A failed check keeps your draft; it does not add an item or place anything in a world.
- Open My Inventory, enter a world where you have building permission, and use its inventory placement controls. Pick up the item to move that owned copy elsewhere.
- To offer an eligible original design for sale, use the marketplace creator review workflow. Adding to inventory does not submit, approve or list it for sale.
Size Categories
| Category | Maximum Span on Each Axis | Intended Use |
|---|---|---|
| Small Prop | 2 meters | Tabletop objects and small decorations |
| Furniture | 6 meters | Seating, tables and ordinary furnishings |
| Landscape or Feature | 16 meters | Trees, pavilions, bridges and larger features |
| Structure | 30 meters | Buildings and architectural assemblies |
These are initial Gravity Realms product limits, calibrated for the scale of our reusable Sky Gardens collection. They are not competitor limits or a promise of a particular frame rate. The complete assembly counts, including hidden parts and animation travel. Choose the category that accurately describes the object. A category does not grant building permission or reserve space in a world.
Enforced Limits and Recommended Targets
Models may contain up to 50 parts, 60,000 measured triangles and 32 material combinations, 512 rendered meshes and 16 independently animated parts. Existing mesh safeguards also limit each generated mesh to 6,000 vertices and 12,000 triangles, and total generated-mesh JSON to 1,500,000 bytes. Textures may be up to 4,096 pixels per side with a combined estimated 64 MiB memory budget including mipmaps. Shared image references count once. Missing texture measurements require attention rather than being treated as zero. Shapes and reusable furniture contribute to the measured triangle total too.
These are enforced personal-model limits, not recommended performance targets. In particular, 512 rendered meshes is a technical ceiling, not a sensible target for an ordinary prop. The current values below come from the centrally managed policy. Administrators can change them in Administration → AI Agents → Appearance & Defaults → Model Standards. Saved changes apply on the next server check without a deployment. Existing owned items and unchanged world placements are retained. Recommended targets describe efficient authoring; review triggers identify assets needing closer inspection. They do not introduce additional automatic rejection thresholds.
| Category | Recommended Authoring Target | Review Trigger |
|---|---|---|
| Small Props and Furniture | Use few compatible meshes and shared materials; model detail visible at normal viewing size | Many tiny meshes, large textures for small details, or many copies visible together |
| Vegetation and Repeated Scenery | Preserve canopy and silhouette while reducing distant geometry and overlapping transparency | Dense foliage, heavy overdraw, or repeated objects dominating scene cost |
| Structures and Large Features | Group compatible static parts while retaining independently visible or interactive sections | Hundreds of mesh submissions or large assemblies that remain expensive when distant |
Category-specific numerical recommendations need representative device and scene measurements before publication. A reviewed platform-catalog exception is not an exemption for personal submissions. For example, the optimized Solara Jacaranda retains 134,772 near-view triangles, above the default 60,000-triangle limit, with reviewed medium and far representations to preserve canopy coverage. Do not treat that exception as a generally accepted submission budget.
Detail and Performance
Aim for a strong silhouette, smooth visible curves, intentional proportions and consistent materials. Keep fine detail where players can see it. Reuse textures and materials; a tiny decorative part rarely needs its own large image. A higher polygon count does not automatically make a model look better.
The reusable Sky Gardens bench, pavilion, cypress and bridge are scale references. They are not a maximum artistic standard. Geometry measurements do not replace performance testing with other objects and avatars present.
Report triangle count, rendered meshes, material combinations, texture memory and file size separately. Mesh count estimates submission cost; it is not the complete frame draw-call count. Shadows, reflections, transparency and multiple material groups can add work. Record the measurements available to you and label any unavailable measurement Unmeasured. Passing one budget does not compensate for excessive cost elsewhere.
Combine compatible static pieces and reuse materials and textures. Keep parts separate when animation, interaction, independent visibility or collision requires it. Avoid merging an entire building merely to reduce mesh count if that prevents useful visibility culling. Test repeated objects at their intended density, scale and viewing distance with other scenery and avatars present. A single-object preview does not establish scene performance.
Distance Detail and Visual Quality
Expensive or frequently repeated assets should provide reviewed near, medium and far representations through a supported asset pipeline. Selected reviewed catalog assets now include authored distance levels. Nova does not automatically generate these levels for every personal model, and this guide does not add a custom upload or metadata interface. If the current creation route cannot supply distance levels, keep the supported model efficient and identify the missing capability when requesting review.
Detail selection should account for visible screen size and geometric error as well as distance. Do not prescribe one universal switching distance for differently sized or scaled objects. Compare each level and its transitions from several angles at intended viewing sizes. Preserve silhouette, foliage coverage, transparency, material appearance and important features. Reject holes, disappearing branches, conspicuous popping and reductions that damage appearance. A smaller triangle count alone is not acceptance evidence.
Collision, Interaction and Complete Measurements
Visual simplification must preserve walking surfaces, seats, doors, selection and other interactions. Keep collision intent separate from visual detail; changing a visual distance level must not change collision behavior. Preserve existing collision unless a collision change is explicitly intended and checked. Do not invent unsupported collision metadata.
Include referenced child models, material groups and textures in the inventory. Count repeated geometry instances in the relevant scene workload, while counting genuinely shared texture storage once. Identify excluded descendants, unsupported shapes and missing texture measurements explicitly as Unmeasured. Do not report their cost as zero or claim complete validation. Texture memory estimates and compressed download size are different measurements.
Drafts, Use and Marketplace Publication
Private drafts may exceed admission limits so you can experiment and fix issues without losing work. Bounded parser and storage safeguards still apply: up to 500 draft parts, 6,000 vertices and 12,000 triangles per generated mesh, and 1,500,000 bytes of generated mesh JSON. These storage safeguards are separate from the adjustable usage limits.
The server checks the current model and policy when adding to inventory, creating additional personal copies, submitting or approving a design, publishing a listing, checking out a personal model, and making new or changed placements. An old passing report cannot approve a different revision or bypass newer limits. Unchanged existing placements are not removed. Tightening limits may prevent new copies or changed placements until the model is corrected; relaxing limits lets qualifying models pass their next check. Reviewed platform assets remain separate from the personal-model policy.
Every failed check preserves saved work and identifies what exceeded the limit and how to fix it. Use Check Model after a settings change or edit; the readiness display shows current values. Review rights and quality separately from technical compliance.
Understand Your Report
- Ready for Inventory means the supported measurements passed for that saved revision. It is not marketplace approval.
- Needs Attention includes the measured value, the allowed limit and a suggested correction. No automatic correction overwrites your draft.
- An unmeasured saved asset remains available in its original inventory. A new draft containing that asset cannot claim a passing measurement until its geometry is supported by the validator.
- Rotation and animation can enlarge the occupied area. Rotating parts use a conservative swept bound so their entire motion stays within the limit.
- Save changes before checking. If another tab changes the draft, reload and reconcile before adding it to inventory.
Fix an Issue Without Losing Your Work
For excessive size, reduce scale, bring separated parts closer, shorten animation travel, or select the appropriate category. For excessive detail, simplify the expensive parts and remove unnecessary geometry. For too many materials, reuse colors and textures. You can ask Nova to propose a correction, preview it and apply it only when satisfied. AI operations retain their displayed cost confirmation; automatic technical checks do not call an AI provider.
Keep an editable original. Undo and saved model versions remain available. The system does not silently simplify your model or reset existing world placements.
Revise and Verify Safely
Preserve stable model identity, dimensions, pivot, orientation, parent relationships and saved placement compatibility across revisions. If geometry or coordinate conventions must change, provide explicit compatibility handling so existing placements keep their authored appearance. Patch the current saved revision and reconcile concurrent edits. Never reset a world or overwrite newer saved changes to accommodate an optimized model.
Keep the original source and an immutable, versioned export with a recorded file hash. Reopen the export and compare dimensions, materials, textures and collision against the original. Record before-and-after geometry, mesh, texture-memory and file-size measurements, together with screenshots from multiple angles and a representative repeated-object scene. Preserve rights and source records.
Verify the installed asset through its actual supported in-world loading and placement path, including saved placement compatibility and distance transitions where supported. Separate local preparation, installed revision and live verification in the review record. Use appropriate test accounts for automated checks. Do not promise a particular FPS from triangle counts alone. These review practices do not imply that Nova currently measures every metric or runs these checks automatically.
Inventory, Copies and Marketplace Review
Inventory tracks owned copies. Placing an item uses an available copy; picking it up returns that same copy. Duplicating parts inside a private draft does not authorize duplicating a placed inventory unit. Repeating the same completed export does not issue another initial copy. New reproduction pricing is not introduced by this revision.
Marketplace submission reviews source rights and quality separately from personal technical acceptance. A submission is not approval, and approval alone does not guarantee an active sale listing. Preserve your original source and licenses for all geometry, textures and references. Third-party purchased assets cannot be submitted as your original design through the ordinary creator flow.
Delete an Unpublished Model
In Inventory, select your unpublished model, open More Item Actions and choose Delete Model. Confirm Move to Trash. Pick up placed copies and put away held copies first. Your private Model Editor draft stays saved. Restore the same copies through Creator Workspace; restoration does not mint additional units. Models with sale or transfer history require their existing ownership workflow and cannot be deleted through this personal action.
External Tools
You may prepare original geometry in Blender or another authoring tool. This developer page does not accept arbitrary GLB uploads or executable scripts. External ingestion, unsupported saved-asset measurements and more advanced effects must follow a separately released supported route. Do not interpret a local file export as inventory compatibility.
