Evergreen gap page

USD asset pipeline guide for teams moving between planning, review, and delivery.

Use USD as an interchange and packaging layer with clear naming, variants, materials, review notes, and target-delivery decisions. This guide focuses on practical handoff, not hype.

Concise definition

In many game and realtime workflows, USD is most valuable when it preserves structure and review context across tools. It is not automatically the final runtime format for every destination.

Best fit

Choose USD when multiple tools or reviewers need the same asset package, when variants matter, or when a team wants cleaner interchange before final engine-specific export.

What a practical USD handoff should include

FieldWhy it mattersExample question
Asset scopePrevents a package from becoming a vague dump of files.Is this one prop, one set, or a character assembly?
Variant rulesKeeps material, LOD, or style options explicit.Which variants are review-only and which are approved for export?
Material packagingReduces confusion around texture paths and expected look.What textures are required for a faithful preview?
Coordinate and scale assumptionsAvoids handoff errors between DCC and engine teams.What unit scale and axis expectations should the receiver use?
Final targetUSD should route into a real destination.Will the asset end as GLB, FBX, engine-native import, or archive package?

Pipeline checklist

  • Name the asset package and its owner.
  • Declare source files, review variant, and delivery variant.
  • Document missing textures, known limitations, or manual follow-up.
  • State the target workflow: engine import, browser, archive, or vendor handoff.

When to convert

  • Convert to GLB when browser or lightweight preview delivery matters.
  • Convert to FBX or another format when a downstream toolchain requires it.
  • Keep USD as the coordination layer when the handoff spans multiple steps or departments.

Related continuation pages

After the package is defined, continue into 3D file conversion, model repair, or the game-ready asset workflow. Keep USD positioned as interchange and review context, not a replacement for target-specific validation. Open SEELE Workspace to plan the USD handoff.

FAQ

What is USD good for in a game asset pipeline?

USD is useful for organizing complex asset structure, variants, and handoff context, especially when multiple tools or departments need a consistent package to review.

Should USD replace every engine delivery format?

No. USD is often a packaging or interchange layer. Final engine or web delivery may still need GLB, FBX, OBJ, or another target-specific export and validation step.

What should a USD handoff include?

Include naming, variant rules, material expectations, texture paths, coordinate assumptions, scale, review notes, and the target consumer of the package.