Licensing and rights for 3D assets

What you are allowed to do with a model depends entirely on where it came from. The questions to ask.

Rights in 3D assets are frequently ignored until they matter, and by then the asset is shipped.

The questions

  • Can it be used commercially?
  • Can it be modified?
  • Does attribution have to be given, and where?
  • Can it be redistributed — including inside a game build, which is a form of distribution?
  • Is the licence perpetual, or tied to a subscription?
  • Does it cover the whole team, or one seat?

A licence that permits use but not modification is nearly useless for game assets, because every asset gets modified.

Where assets come from

  • Made in-house. Rights are clear, assuming employment or contract terms say so.
  • Commissioned. The contract decides. Say explicitly that rights transfer; it is not automatic in every jurisdiction.
  • Marketplace. Read the specific licence, which varies by marketplace and sometimes by asset.
  • Free and open-licensed. Terms vary enormously, and some require the derived work to carry the same licence — which is a significant commitment.
  • Scanned or photographed. The rights in the original object and in the photographs both matter.

Generated assets

The legal position around AI-generated content is developing and differs by jurisdiction. The practical points that hold regardless:

  • Read the terms of the service you used, particularly on commercial use and ownership of outputs.
  • Keep records of what was generated, when, and from what inputs.
  • Be careful with input material you do not own. Generating from someone else's copyrighted image is a rights question about your input, whatever the output terms say.
  • Recognisable trademarks and likenesses carry their own restrictions independent of copyright.

This is not legal advice, and anything commercially significant is worth a lawyer's opinion rather than a knowledge base article's.