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# Asset Production and QA

We cover best practices for asset production and QA in [Asset Production Best Practices](/odk-docs/characters/creating-a-custom-character/asset-production-best-practices.md).

For this simple example the final Blender file ended up looking like the images below. All textures, meshes, and materials were made simply so I could finish this guide in a reasonable amount of time.

<figure><img src="/files/uUYqf0z1QuS0VJaJY3xf" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/7Lsv3DmF3aC1CNB9vj7R" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/3VAzxu8OsJcBcOC7pyCu" alt=""><figcaption></figcaption></figure>

## QA

The QA process you take depends greatly on how your collection is structured. I would recommend taking the approach for review we did in the [Further Testing](/odk-docs/characters/creating-a-custom-character/creating-a-simple-avatar-collection/further-testing.md) section and adapting that for your collection. You could:

* Create a UI in engine to switch between avatars either via local files or use the load GLTF from URL node and have them uploaded to a public location.
* Set the blueprint to cycle through all avatars or a subset of avatars and render that to a video file from unreal to review the avatars.

If working with a large collection it helps to determine what the smallest subset of avatars represent all traits, and then add some spot checking of random avatars to hedge against faulty assumptions in the minimum trait list.


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