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Most assets are large because you can always shrink -- not scale upwards effectively.

It's best practice actually.

Thanks for approving. I hope you like it.

That may be the case if they are not too large but when they are large enough to actually cause the program to crash and shut down when importing them then they are still too large. NO ONE in their right mind using SGB are going to use models THAT size in their game, even if they were scaled down to half the size they are/were that would have been better.

In my defence, at the time of OP..  I was new at using SGB and had no idea there was scaling options when importing.

I get what you're saying, but that doesn't sound like something that would be the fault of the asset provider.
There are many practical reasons why a program would crash and not many of them have anything to do with the size of a scalable asset.

(Which is why I took the time to point it out.)