What the heck with PNGs?
Why cgtrader hates PNG textures? They doesn't even count them as format. If i upload texture in JPEG, it's counted as 1 format, but if i upload the same texture in PNG, it counts as 0 formats and on product page it shows nothing, like it's fake asset. This issue is nothing new, it is like that for at least 3 years now and cgtrader doesn't care to fix it. Why?!
How are you going about it? I upload all my textures as PNG in a zip file and label it as 'textures' seems to work.
Hmm maybe we are talking about 2 different things, can you link some screenshots (imgBB) or something to what you are looking at, I checked analytics I'm not sure what you mean.
I also noticed this problem and it is extremely apparent if you try to sell textures in PNG - the product looks empty.
On further investigation it looks like the problem is most apparent in collections containing PNG textures - they look completely broken.
For textures set - they are kind of detected, but the file size does not appear. Example:
I had to write it down in the description.
There is also the problem with the extremely low score (in publisher) such products receive, because they are evaluated the same as 3D models (you can't add additional formats like fbx and obj for textures).
Thats strange, all my latest models have PNG textures only and I can see the container file size, is this right? Or am I still missing something?
As trimitek correctly noticed, the issue is most apparent with texture assets and especially with texture collections. Here's the screen to my analytics: https://ibb.co/ccpZNZy all texture assets shown there, has texture sets published inPNG and TGA formats, yet analytics shows only 1 format and collection according to the analytics, has 0 formats. Because of that, publishing score is pathetic.
Ah I see now. Yes in my analytics its including PNG.zip textures as one of the formats with my model (I havent packaged textures as packs as of yet). Hopefully @eduardas will be able to shed some light on this.
Thank you for the examples sent to me and support. We'll take a look at this issue and look how to solve it thoroughly.
We can always provide all Source Files in separate archive, that will make directories clean, work easy.
or If you are using maya then you can simply Finalize our file and make a zip file directly inside maya which will Collect all your settings, shaders, textures and scene file and compress it in same directory, where you save the final file.
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