Studio sets and upload guidelines

Please read carefully before uploading your models on CGMood.

We are here to keep the standards high, and previews play an important role: they should portray your object in a natural way, not altering its original colours, while showing nice, soft shadows.
You are free to use your own studio set, but since we want our gallery to follow a common rule, we strongly suggest you start from here. This is to give our gallery a common, pleasant look with more shadows and atmosphere.

Our studio sets include:

Do NOT include the set and other objects - such as cameras or lights - in the archive when uploading.

Light setup

Our sets use a 3-light configuration, each of a different intensity to produce shadows directionality.


Light background

A light background helps you see objects along with the behavior of the light itself. Use it when you want your dark subjects to pop-out from the image.

Dark background

A dark background helps when your main subjects are bright and you want them pop-out from the image.


When you are uploading a single object, it is useful to duplicate it several times to fill the empty space and let people see it from different angles.

Infinite plane

You may use the infinite plane set to show smaller, de-contextualized objects.

Set customization

Feel free to customize the sets or make your own, respecting our lighting guidelines.

Colors customization

You are free to alter the colors and materials of our sets to play with color theory.


When you are presenting materials, you may also alter the background color.

Contextualized Materials

Sometimes the material ball is not enough to describe the behaviour of a surface.


Don't forget that your monitor is different from other people monitors. You should always be checking the Levels and Curves of your raw render, and adjust them according to the histogram.
In most cases, nearly everything can be done using Curves. Below are some typical Curves.

Type A

Standard contrast curve

Apply this kind of curve to get an overall contrast with darker shadows and brighter whites.

Type B

Brightness without affecting shadows

Apply this kind of curve to get some contrast and brightness, but you have some dark areas that you want to leave untouched.

Type C

Generic brightness increase

Apply this kind of curve if your image has enough contrast already, but it lacks some brightness.

Type D

Shadow boost

Apply this kind of curve if your image is already bright but it needs some blacks.

Raw render output

It's ok, but would use some slight contrast.

Post-processed image

We applied a type B curve to slightly increase the whites without affecting dark tones.

Also, your previews should:

Archive structure

It is mandatory to include all the needed files, formats and textures.

There is no specific rule about your archive structure. However a clean and intuitive organization sure helps a lot.

Below is an example of a correct archive:


  • my-lamp.obj (OBJ or FBX format is required)
  • my-lamp-fstorm.max (For compatibility purposes, save the file for an older version. For example, if you use 3dsmax 2018, you should save the file as 2015)
  • my-lamp-vray.max
  • /textures
    • brushed_steel.jpg
    • wood_diffuse.jpg
    • wood_bump.jpg
    • wood_specular.jpg

Provide useful information

The more useful information you provide, the more your model will be easy to find for other users.

Provide useful tags, description and links. Not quantity, but quality information.

What makes a good 3D model?

The moderation process is based on a set of very objective rules:

  • Modeling quality
  • Presentation quality (thumbnail and other renders)
  • Complexity of the subject
  • Shaders and textures quality and resolution
  • Similarity with the manufacturer's product (if your 3D model is a reproduction of an existing product)