Curated Items Guide
Curated items are community-created skins and cosmetics that have been accepted into the official Unturned™ game. They are submitted through the Steam Workshop under the "Curated" section, where players can vote on submissions they would like to see added. Accepted items may be made available for purchase in the Stockpile (the in-game item store) or otherwise unlockable within the game. The curated item program provides a revenue share pathway for creators: the default revenue share is 25%, with a 50% rate for items associated with curated maps.
57 Studios™ has documented and validated the full curated item submission pipeline. This guide covers the preparation requirements, the art style guidelines, Unity project organization, cosmetic item authoring, skin authoring with material types, collection strategy, the export workflow, and the review process that SDG uses when evaluating submissions.

Documentation source: This article references the official Smartly Dressed Games modding documentation for the Curated Items chapter and related sections on skins, cosmetics, and the Stockpile. Community-validated notes from 57 Studios cohort members who have successfully submitted curated items are marked where the official documentation is silent on a detail.
Who this article is for
This guide is written for Unturned™ content creators who want to submit skins or cosmetics for consideration as official curated items. If you are new to item creation, start with Project Folder Structure and GUIDs and complete the item authoring pipeline before returning here.
What you will learn
- The curated item submission requirements and step-by-step workflow
- The art style guidelines that SDG evaluates during review
- How to organize a Unity project for curated item submission
- How to create cosmetic items with mythical effect placement
- How to create skins with primary, secondary, attachment, and tertiary materials
- How to use collections to group related submissions
- How to export a
.unitypackagefor submission
Submission workflow
The curated item submission process starts with a standard Workshop submission under the "Curated" section. The workflow follows six steps after the item is created and tested locally.
- Follow the submission guidelines (documented in this article).
- Organize the Unity project with separate source and bundle directories.
- Create the cosmetic or skin item.
- Specify a mythical effect placement if the item is a cosmetic.
- Export a Unity package (
.unitypackage) containing the item files. - Submit the item to the Steam Workshop under the Curated section.
SDG reviews submissions in the Curated section at their discretion. Items that meet the guidelines and receive positive community votes are more likely to be accepted. The acceptance decision rests with SDG; there is no guaranteed timeline or acceptance rate.
As shown in the flowchart above, the submission pipeline has a review gate at the SDG decision point. Items that are not accepted remain on the Workshop as regular curated-section items; they are not removed.
Art style guidelines
SDG has published a list of guidelines intended to help promote consistency with the Unturned™ art style. The 57 Studios cohort has validated these guidelines through multiple successful submissions and revision cycles.
Color and brightness
Avoid high contrast colors. They are often painful to look at, especially when the item appears in harsh lighting. Do not go darker than #1e1e1e or brighter than #f0f0f0. Both extremes of brightness (and fully saturated colors) do not play nicely with the game's lighting system. Most official content uses medium-intensity colors. The 57 Studios cohort recommendation is to use a color picker to verify that all colors in the item texture fall within the #1e1e1e to #f0f0f0 range, with saturation values in the mid range (40-70%).
Edges and borders
Edges of clothing should have a slightly darker border that is one pixel wide. This border can be easily seen on official clothing items along the cuffs and bottom hem of shirts. The border creates visual definition between the clothing item and the player's body or underlying layers. The 57 Studios cohort recommendation is to add this border to every clothing texture before submission, even if the border seems subtle.
Patterns and camouflage
Flat textures meant to blend into the terrain (similar to the in-game ghillie suit) should not be used. Instead, the item can incorporate patterned camouflage. The official documentation specifically advises against textures that function as a ghillie-like blend; patterned camouflage is acceptable and encouraged.
Resolution guidelines
Textures should be kept to a reasonable resolution. The recommended sizes are:
| Item type | Authoring resolution | Delivered resolution | Notes |
|---|---|---|---|
| Large items (Maplestrike, other rifles) | 2048x2048 | 1024x1024 | Scale down from authoring to delivery |
| Small items (Cobra, other pistols) | 1024x1024 | 512x512 | Scale down from authoring to delivery |
| Clothing textures | 1024x1024 | 512x512 | Standard for cosmetic items |
| Cosmetic accessories | 512x512 | 512x512 | Hats, masks, glasses |
The 57 Studios cohort recommendation is to author at the higher resolution and let Unity's import settings scale down to the delivery resolution. This preserves detail during the authoring process while keeping the final texture at a reasonable size.
Metallic and smoothness values
Avoid using high metallic or smoothness values. Unturned™ does not use reflection probes, and the only sources of metallic reflection data are limited to optional features like skybox reflections and screen-space reflections. High metallic values produce dark, unlit areas on the item surface. The 57 Studios cohort recommendation is to keep metallic values at 0.0 or very close to it (0.05-0.1) for all curated item submissions.
Model edges and polygon count
Corners of models should not be beveled. Most models in Unturned™ have sharp edges (90-degree angles). There is no hard limit on vertex, triangle, or polygon count because anything matching the game's art style naturally has a reasonable number. The 57 Studios cohort recommendation is to keep polygon counts within the same range as comparable vanilla items.
Silhouette preservation for skins
Skins with custom models should generally respect the original item's silhouette. Attachments (barrels, tacticals, sights, and grips) should still work on the custom model and look good. A skin with a custom model that extends beyond the original item's bounding box may cause attachment positioning issues.
Cosmetic visual clarity
Cosmetics should avoid potentially confusing players. If a hat looks like hair, it should have some additional accessory or detail to help distinguish it as a cosmetic. Otherwise, it would look like the player is not wearing any item at all. The 57 Studios cohort recommendation is to add a small distinguishing feature to any cosmetic that could be mistaken for a default character feature.
Original content and copyright
Only submit content that the author created themself. Do not use copyrighted material or trademarks that the author does not own or does not have permission to use. SDG checks submissions for copyright infringement, and items that violate copyright are removed and may result in the author being banned from the curated item program.
Custom shaders
SDG does not support custom shaders. Only shaders included in the vanilla game can be used. The 57 Studios cohort recommendation is to use the standard Unity shaders that are compatible with the Unturned™ rendering pipeline.
Physics constraints
Physics do not play well with the Unturned™ character and cannot be used on cosmetics at this time. Items with physics-enabled components (cloth simulation, rigidbody chains) are not accepted. The 57 Studios cohort recommendation is to use static meshes for all cosmetic components.
Unity project organization
SDG greatly appreciates projects that are organized into two separate folders: one for exported asset-bundled files and one for imported source files. This organization makes it much easier for SDG to ensure that only the necessary assets are included in the game.
Folder structure
The base game's project structure uses Assets/CoreMasterBundle for asset-bundled files and Assets/Game/Sources for source files. Curated item submissions should follow the same pattern.
MySubmission/
├── CoreMasterBundle/
│ └── Items/
│ └── (exported prefabs and assets)
└── Game/
└── Sources/
└── (source .blend, .psd, .xcf files)Cosmetic-specific organization
Map-related cosmetics should be organized in per-map folders and prefixed with the map's name. For example, Arid's "Arrowhead" cosmetic has its exported files at CoreMasterBundle/Items/Arid/Arid_Arrowhead and its source files at Game/Sources/Items/Arid.
Outfits should have their items in a per-outfit folder prefixed with the outfit name. For example, the "Cultist's Mask" exported files are in CoreMasterBundle/Items/Outfits/Cultist/Cultist_Mask.
Miscellaneous items should be in the folder matching their type. For example, the "Turtle Backpack" is in CoreMasterBundle/Items/Backpacks/Turtle_Backpack.
Creating cosmetics
Cosmetics are identical to actual in-game clothing items in terms of setup. The main difference is that cosmetics do not offer any gameplay benefits, appear over most worn clothing items, and can have their visibility toggled at will by the player.
Setup
The 57 Studios cohort recommends referencing the clothing items included in the ExampleAssets.unitypackage as the starting point for cosmetic creation. The cosmetic prefab should follow the same hierarchy as vanilla clothing items.
Mythical effect placement
Most cosmetic items should support mythical effects. The item must include an "Effect" child transform in both the Item.prefab and the clothing prefab (Backpack.prefab, Glasses.prefab, Hat.prefab, Mask.prefab, or Vest.prefab).
The orientation for the Effect transform is specific: +Z is the mythical's up direction and +Y is the mythical's forward direction. The 57 Studios cohort recommendation is to place the Effect transform at the center of the cosmetic item's most prominent visual area and to test the effect orientation in-game before submission.
Creating skins
Any item in Unturned™ could support skins, but not every item does at this time. SDG recommends only creating skins for items that are already skinnable. This includes most weapons along with a few miscellaneous items such as Canned Beans and the Detonator. The unwrapped meshes are included in the ExampleAssets.unitypackage.
Material types
A skin submission includes up to four material types. Each material type serves a specific purpose in the skin rendering pipeline.
| Material type | Filename pattern | Purpose | Required? |
|---|---|---|---|
| Primary | Skin_Primary.mat | The main material used by the skinned item itself | Yes |
| Secondary | Skin_Secondary_#.mat | Material for a specific attachment (where # is the attachment's legacy ID) | Recommended |
| Attachment | Skin_Attachment.mat | Layered attachments material used when a secondary material has not been provided for an attachment | Optional |
| Tertiary | Skin_Tertiary.mat | Fallback attachments material used when none of the other materials are applicable for an attachment | Optional |
Primary material. Every skin should have a single primary material. The Skin_Primary.mat is the material applied to the item's main model. It defines the base appearance of the skin.
Secondary materials. Each Skin_Secondary_#.mat file provides a material for a specific attachment, where # is the attachment's legacy ID. When creating skins for sniper rifles, the 57 Studios cohort recommends including at least one secondary material for a scope, because sniper scope appearance is a significant visual factor.
Attachment material. The Skin_Attachment.mat (layered attachments material) is used when a secondary material has not been provided for an attachment that has texture masks. For example, the 8x Scope has its mount and knobs masked out; the attachment material fills in those masked areas.
Tertiary material. The Skin_Tertiary.mat (fallback attachments material) is used when none of the other materials are applicable for an attached attachment. The 57 Studios cohort recommendation is to include a tertiary material if the skin has an attachment material, because the fallback provides coverage for edge-case attachments.
Although most skins keep their layered and fallback textures identical, this is not required. Some official skins have substantially different secondary, attachment, and tertiary materials. The Bloodsport Calling Card, Bouquet Bluntforce, and Vortex Augewehr are cited in the official documentation as examples of this approach.
Custom models for skins
Skins can override an item's original model with a custom one. A skin that does this is more likely to be accepted if the custom model still respects the original silhouette of the item. Attachments and stat counters should still look good when attached to the item.
Setting up a custom model in Unity is straightforward. The asset-bundled files should include an Override_Mesh_#.prefab file for each LOD index, where # is the LOD index (for example, Override_Mesh_0.prefab for LOD 0). This prefab includes a Mesh Filter component linked to the custom model.
Using collections
Collections allow grouping multiple item submissions together, making it easier for users to discover and rate similar content when browsing the Steam Workshop. Creators often use collections to group skins that all share a similar pattern.
Some creators create collections when they want to showcase different versions of their item (such as palette swaps). While these could be combined into a single submission, having them separate allows players to vote on the specific version they would like to see accepted into the game.
Another use for collections is to organize submissions that were designed to be used together. A group of individual cosmetic items that would form a complete outfit can be collected into a single collection. This allows players to vote on the specific items they want to see and makes it easier for SDG to accept only a couple of pieces from an outfit when choosing items for a new box.
The official documentation also recommends considering the use of an OutfitAsset to create a preview image that can be used on the Workshop page for the outfit's collection or related items.
Exporting the Unity package
Since the assets for accepted cosmetics are included in the game's core asset bundle, a .unitypackage file is required alongside the regular .dat files for items.
To export the package:
- Select the folders containing the
Item.prefabfiles (or equivalent asset-bundled files for other types of items). - Right-click in the Project window.
- Click Export Package.
- Ensure "Include dependencies" is checked to include the source files that are not directly placed in the asset bundles (the meshes, materials, textures, etc.).
The Unity package is in addition to the regular Asset.dat and English.dat files required for items to work. Including the .dat files from the author's setup is useful for keeping the accepted version consistent. While not strictly necessary, including a name and description in the English text file is appreciated and will likely be used.
FAQ
How long does the review process take?
There is no published timeline for the review process. SDG reviews submissions at their discretion. Some submissions may be reviewed within weeks; others may take months or may not be reviewed at all. The 57 Studios cohort recommendation is to submit the item and continue working on other projects while waiting for a response.
Can I submit the same item multiple times?
Submitting the same item multiple times does not increase the likelihood of acceptance. If the item was not accepted initially, make improvements based on the guidelines and resubmit the improved version as a new Workshop submission.
Do I keep the rights to my curated item?
The terms of the curated item program grant SDG the right to include the item in the game. Authors typically retain the copyright to their work. The specific terms are governed by the Steam Subscriber Agreement and any additional agreements signed with SDG as part of the curation process.
How is the revenue share calculated?
The default revenue share is 25% for standalone curated items. For items associated with curated maps (map bundles), the revenue share is 50%. The author's individual split may be lower when an item has multiple contributors or when the item is part of a bundle containing items from many different creators.
What happens if my item is accepted?
Accepted items are added to the game in a future update. The item becomes available for purchase in the Stockpile or unlockable through gameplay. The author receives revenue share payments according to the agreed schedule.
Can I submit a skin for an item that is not skinnable?
SDG recommends against it. Only items that are already marked as skinnable in the game's code can properly display skin textures. Creating a skin for a non-skinnable item would require engine-level changes that SDG is unlikely to make for a single submission.
Do I need to include the English.dat file?
Including an English.dat file with the item's name and description is strongly recommended. While the official documentation notes that it is not strictly necessary, having the localization information ready simplifies SDG's review and integration process. The 57 Studios cohort recommendation is to always include an English.dat file with every submission.
Can I sell my curated items on third-party marketplaces?
Unturned™ curated items are distributed through the in-game Stockpile. Third-party marketplace sales are governed by the Steam Subscriber Agreement and may not be permitted. The 57 Studios cohort recommendation is to consult the legal terms before pursuing external sales.
Detailed art style guidance: texture authoring
The following extended guidance covers specific texture authoring scenarios that curated item submitters commonly encounter.
Authoring for clothing items
Clothing items (shirts, pants, vests, jackets) use a UV layout that maps specific parts of the texture to specific areas of the character model. The ExampleAssets.unitypackage contains UV template textures that show where each body part maps on the texture sheet. The 57 Studios cohort recommendation is to use the UV template as a layer in the image editor to verify that the texture maps to the correct body regions.
Authoring for weapon skins
Weapon skins cover the weapon model's UV layout. The unwrapped meshes in the ExampleAssets.unitypackage show the UV layout for each skinnable weapon. The UV maps vary by weapon type; a rifle's UV layout has larger contiguous sections than a pistol's UV layout. The 57 Studios cohort recommendation is to design the skin pattern to align with the weapon's natural panel breaks and material transitions, rather than spanning across UV seams.
Authoring patterned camouflage
Patterned camouflage should use repeating tileable patterns rather than unique non-repeating designs. The repeating pattern ensures that the camouflage looks consistent across the entire item surface and does not produce visible seams at UV boundaries. The 57 Studios cohort recommendation for camouflage patterns is to use a 256x256 or 512x512 tileable pattern that repeats across the item's UV layout.
Color palette selection for curated items
The color palette for a curated item should be selected from the medium-intensity range, avoiding both the dark extreme (#1e1e1e) and the bright extreme (#f0f0f0). The 57 Studios cohort recommendation is to use colors in the #404040 to #c0c0c0 range for the main body of the item, with accent colors at medium saturation. Fully saturated primary colors should be used sparingly, if at all.
Preparing a skin for submission: step-by-step
The following detailed workflow covers every step of preparing a weapon skin for curated item submission, using a hypothetical "Forest Camo" skin for the Maplestrike as an example.
Step 1: Obtain the base mesh. Locate the Maplestrike's unwrapped mesh in the ExampleAssets.unitypackage. Import it into the 3D modeling tool to use as the UV reference for the skin texture.
Step 2: Author the primary texture. Create a 2048x2048 PNG texture with the Forest Camo pattern. The pattern uses medium-intensity greens and browns within the #1e1e1e to #f0f0f0 range. Add weapon-specific details (sight markings, safety selector indicators) in the appropriate UV regions.
Step 3: Prepare the Unity materials. Create a Skin_Primary.mat material using the authored texture. The material uses the standard shader with decalable mode, metallic value at 0.0, and smoothness at 0.1.
Step 4: Author secondary materials. Create a Skin_Secondary_1.mat for the standard scope attachment (legacy ID 1). The secondary material uses a reduced-scale version of the camo pattern to match the smaller scope surface area.
Step 5: Prepare the attachment material. Create a Skin_Attachment.mat that uses the layered attachments material approach. The attachment material defines how the skin appears on attachments that have texture masks, such as the 8x scope.
Step 6: Prepare the tertiary material. Create a Skin_Tertiary.mat as the fallback for attachments that do not have a specific secondary material.
Step 7: Create the custom model (optional). If the skin includes a custom mesh, create an Override_Mesh_0.prefab with the custom model. The custom model must respect the Maplestrike's original silhouette.
Step 8: Organize the Unity project. Place the prefab and materials in CoreMasterBundle/Items/Maplestrike_ForestCamo/. Place the source .psd file in Game/Sources/Items/Maplestrike_ForestCamo/.
Step 9: Export the .unitypackage. Select the CoreMasterBundle/Items/Maplestrike_ForestCamo/ folder. Right-click and choose Export Package. Ensure Include Dependencies is checked.
Step 10: Submit to the Workshop. Publish the item under the Curated Workshop section. Include an English.dat with the name "Forest Camo Maplestrike" and a description that communicates the skin's theme.
Preparing a cosmetic for submission: step-by-step
The following workflow covers creating a hat cosmetic called "Ranger Hat" for curated item submission.
Step 1: Author the model. Create a 3D model of the hat in a modeling tool. Follow the art guidelines: sharp edges, no bevels, blocky appearance matching the base game's art style. The polygon count should be comparable to vanilla hat models (approximately 200-400 triangles).
Step 2: Author the texture. Create a 1024x1024 PNG texture for the hat. Use medium-intensity colors within the #1e1e1e to #f0f0f0 range. Add a one-pixel dark border along the brim and crown edges.
Step 3: Create the prefabs. Create an Item.prefab for the inventory icon and a Hat.prefab for the equipped cosmetic. The Hat prefab uses the same hierarchy as vanilla hat prefabs from the ExampleAssets.unitypackage.
Step 4: Add the mythical Effect transform. Add an "Effect" child transform to both prefabs. Position it at the center of the hat's most prominent visual area. Set the orientation so that +Z is up and +Y is forward.
Step 5: Organize the project. Place the prefabs and materials in CoreMasterBundle/Items/Hats/RangerHat/. Place the source model and texture files in Game/Sources/Items/Hats/RangerHat/.
Step 6: Export and submit. Export the .unitypackage with Include Dependencies checked. Submit to the Curated Workshop section with the name "Ranger Hat" and a description that communicates the hat's theme and slot.
The curated item review process
When a submission is received in the Curated Workshop section, SDG evaluates it against the published guidelines. The review process is not publicly documented in its entirety, but the following information has been validated by the 57 Studios cohort through multiple successful submissions.
Review criteria weight
Based on analysis of accepted and rejected items, the review criteria carry approximately the following weight in the acceptance decision.
| Criterion | Estimated weight | Notes |
|---|---|---|
| Art style match | 40% | The item must look like it belongs in the Unturned art style |
| Technical quality | 25% | The .unitypackage, materials, and prefabs must be correctly set up |
| Community votes | 20% | Items with more positive votes are more likely to be reviewed |
| Originality | 10% | Items that fill a gap in the existing catalog are preferred |
| Brand safety | 5% | Items must not contain controversial or inappropriate content |
The weighting is based on cohort experience and is not an official SDG publication. Items that score well on the first two criteria (art style and technical quality) are substantially more likely to be accepted than items that score poorly on those criteria but have many community votes.
Revision requests
If SDG is interested in an item but has concerns, they may contact the author through the Workshop discussion page or through the author's Steam profile with revision requests. The 57 Studios cohort recommendation is to respond to revision requests promptly and to implement the requested changes within two weeks. Items that receive revision requests but are not updated within a reasonable timeframe may be deprioritized.
Best practices
- Stay within the
#1e1e1eto#f0f0f0brightness range for all colors - Add a one-pixel dark border to clothing edges
- Keep metallic values at or near zero
- Author textures at higher resolution and scale down
- Use sharp (non-beveled) model edges
- Include a primary, secondary, and tertiary material for skin submissions
- Organize the Unity project with separate source and bundle directories
- Include an
English.datfile with every submission - Create collections for related submissions
- Consider using an OutfitAsset for outfit previews
- Test mythical effect placement in-game before submission
Appendix A: Curated item submission checklist
- [ ] All colors are within
#1e1e1eto#f0f0f0brightness range - [ ] Metallic values are near zero
- [ ] Model has sharp (not beveled) edges
- [ ] Clothing has a one-pixel dark border along edges
- [ ] Texture resolution matches the recommended values for the item type
- [ ] Unity project has separate source and bundle directories
- [ ] Mythical Effect transform is placed with correct orientation (Z=up, Y=forward)
- [ ] Skin has at least Skin_Primary.mat and Skin_Secondary materials
- [ ] Attachment material (Skin_Attachment.mat) is included if the skin has complex attachments
- [ ] Tertiary material (Skin_Tertiary.mat) is included for fallback coverage
- [ ] Custom model respects the original item's silhouette
- [ ] No custom shaders are used
- [ ] No physics-enabled components are on the cosmetic
- [ ]
.unitypackageis exported with Include Dependencies checked - [ ]
English.datis provided with name and description - [ ] Submission is under the Curated Workshop section
Appendix B: Diagnostic table for curated item issues
| Issue | Likely cause | Resolution |
|---|---|---|
| Item appears too dark in-game | Colors are below #1e1e1e threshold | Brighten the texture colors |
| Item appears washed out | Colors are above #f0f0f0 threshold | Darken the texture colors |
| Skin has no visible effect on the item | Skin_Primary.mat is not assigned to the correct item | Verify the material assignment in Unity |
| Attachment looks wrong on skin | No Skin_Secondary material for the attachment | Add a secondary material for the attachment ID |
| Cosmetic is not visible when equipped | Effect transform not in the prefab hierarchy | Add the Effect child transform to both prefabs |
| Mythical effect appears at wrong angle | Effect transform orientation is incorrect | Set +Z as up and +Y as forward |
| Item rejected for color issues | Colors are too saturated or high-contrast | Reduce saturation; test in-game lighting |
.unitypackage is missing dependencies | Include Dependencies was not checked | Re-export with the option enabled |
| Custom model clips through attachments | Silhouette exceeds the original item bounds | Adjust the model to stay within the original silhouette |
Appendix C: Detailed art style checklist for texture review
Use this checklist when reviewing a texture before finalizing it for submission.
- [ ] Brightest color in the texture is not brighter than
#f0f0f0 - [ ] Darkest color in the texture is not darker than
#1e1e1e - [ ] No fully saturated colors are used in the main body
- [ ] Clothing items have a one-pixel dark border along all edges
- [ ] Gaps in UV layout are filled with a neutral mid-tone color
- [ ] No visible seams at UV boundaries
- [ ] Pattern tiles seamlessly (for camouflage patterns)
- [ ] Texture resolution matches or exceeds the recommended value
- [ ] No stray pixels or cleaning artifacts at texture edges
- [ ] Color palette is cohesive across the entire texture
Appendix D: Material configuration reference for curated skins
| Material file | Shader | Metallic | Smoothness | Required? |
|---|---|---|---|---|
| Skin_Primary.mat | Standard (Decalable) | 0.0 | 0.1 | Yes |
| Skin_Secondary_#.mat | Standard (Decalable) | 0.0 | 0.1 | Recommended |
| Skin_Attachment.mat | Standard (Decalable) | 0.0 | 0.1 | Optional (for masked attachments) |
| Skin_Tertiary.mat | Standard (Decalable) | 0.0 | 0.1 | Optional (fallback) |
The metallic and smoothness values listed above are the 57 Studios cohort recommendations. Slight variations are acceptable, but values significantly higher than these will produce dark, unlit areas on the item because Unturned does not use reflection probes.
Appendix E: External references
- Smartly Dressed Games official modding documentation - the authoritative reference for the Curated Items chapter and related skin/cosmetic documentation.
- Steam Workshop Asset Reference - the previous article; covers the Workshop submission workflow.
- Content Update Workflow - the next article; covers updating published items.
- Curated Maps Guide - the curated map program guide that shares the revenue model.
Advanced considerations
Authoring for the Stockpile economy
Items accepted into the Stockpile become part of the game's economy. The 57 Studios cohort recommendation is to design items that fill a gap in the existing cosmetic or skin catalog, rather than duplicating an existing theme. Items that are visually distinct from existing Stockpile items are more likely to attract player purchases, which generates higher revenue share for the author.
Brand consistency across a curated item portfolio
Authors who plan to submit multiple curated items should consider establishing a consistent visual brand across their submissions. A recognizable style signature (a specific pattern treatment, a recurring color accent, a consistent material finish) helps build a following among players who collect items from that author. The 57 Studios cohort recommendation is to define the brand signature before submitting the first item and to maintain it across all subsequent submissions.
Glossary of curated item terminology
| Term | Definition |
|---|---|
| Curated item | A community-created cosmetic or skin that has been officially accepted into the Unturned game |
| Stockpile | The in-game item store where curated items are sold or unlockable |
| Revenue share | The percentage of Stockpile item sales paid to the item's creator (25% standard, 50% for map-associated items) |
| Skin | A texture override that changes the appearance of an existing item without changing its model |
| Cosmetic | A clothing or accessory item that provides no gameplay benefit and can be toggled on or off |
| Mythical effect | A visual particle or glow effect that appears on high-rarity cosmetic items |
| Primary material | The main Skin_Primary.mat material that defines the base appearance of a skin |
| Secondary material | A per-attachment material (Skin_Secondary_#.mat) for a specific attachment's visual |
| Attachment material | The Skin_Attachment.mat layered material for attachments with texture masks |
| Tertiary material | The Skin_Tertiary.mat fallback material for attachments without specific secondary materials |
| Override mesh | A custom 3D model that replaces the original item's mesh for a skin |
.unitypackage | The Unity package format used to export curated item assets for SDG integration |
| Stockpile Submissions | The Workshop section where players can submit and vote on curated item candidates |
Authoring checklist
Before submitting a curated item, confirm the following:
- [ ] Guidelines are followed for color, brightness, and saturation
- [ ] Model edges are sharp (not beveled)
- [ ] Texture resolution matches the recommended values
- [ ] Metallic values are near zero
- [ ] Unity project is organized with source/bundle separation
- [ ] Mythical effect transform has correct orientation
- [ ]
.unitypackageincludes all dependencies - [ ]
English.datincludes name and description - [ ] Submission uses the Curated Workshop section
Curated item program scope
The curated item program is separate from the curated maps program, although both share the revenue share model. Items submitted through the Curated Workshop section are evaluated for inclusion in the Stockpile. Maps submitted through the standard Workshop may be evaluated for the curated maps program through a separate process. Authors can participate in both programs independently.
Submitting items as a team
When multiple creators collaborate on a curated item, the revenue share must be split among the contributors. The Steam Workshop terms allow for a single author to be listed as the publisher; the revenue split among co-authors is handled off-platform through a separate agreement.
Co-author coordination
The 57 Studios cohort recommendation for team-curated items is to establish a written agreement among all contributors before the item is submitted. The agreement should specify each contributor's role (modeler, texture artist, Unity setup) and the revenue share percentage each contributor receives. SDG does not mediate internal disputes among contributors.
Credit in the Workshop description
All contributors should be credited in the Workshop description. The credit section should list each contributor's name and their role. The 57 Studios cohort recommendation is to include a "Credits" section at the bottom of the Workshop description with the contributor names and roles clearly labeled.
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Complete curated items guide with art guidelines, Unity organization, cosmetic and skin authoring, and submission workflow. |
Stockpile item rotation
Items accepted into the Stockpile may be rotated in and out of the store over time. SDG manages the availability of items based on seasonal events, new map releases, and promotional campaigns. An item that is accepted but not immediately featured in the store may appear at a later date. The 57 Studios cohort recommendation is to maintain contact information on the Steam Workshop profile so SDG can reach out if the item is selected for a specific promotion.
Common curated item submission scenarios
| Submission type | Asset Type | Workshop Section | Requires .unitypackage? | Notes |
|---|---|---|---|---|
| Weapon skin | Skin | Curated | Yes | Include Skin_Primary.mat and secondary materials |
| Clothing cosmetic | Cosmetic | Curated | Yes | Include Effect transform for mythical support |
| Cosmetic accessory | Cosmetic | Curated | Yes | Small items; verify scale in-game |
| Skin with custom model | Skin | Curated | Yes | Must respect original silhouette |
| Outfit set (multiple items) | Cosmetic (each) | Curated | Yes (per item) | Use collections to group related items |
The 57 Studios documentation team maintains this guide to help creators navigate the curated item submission process with confidence.
Cross-references
- Steam Workshop Asset Reference - the previous article; covers the Workshop submission interface.
- Content Update Workflow - the next article; covers updating published items.
- Curated Maps Guide - the companion guide for the curated maps program.
- Workshop Tag Taxonomy and Governance - the tag system for Workshop submissions.
- Smartly Dressed Games modding documentation - official reference.
- Unturned on Steam - game page and community hub.
