⚱️ Model Specifications

All scene models must follow the same standard;

  • Format of the model: glb

  • Total model file size for the scene: < 40MB

  • The total number of model faces for the scene: < 150,000

  • Platform compatible PC terminal and mobile terminal, in order to ensure FPS > 60, requires texture baking to meet performance needs.

Export to GLB:

You can use https://gltf.report/ or https://gltf-viewer.donmccurdy.com/ to view your GLB format model; To improve performance, it is strongly recommended to use https://gltf.report/ to compress your model.

A. Model format GLB (GLTF 2.0)

https://en.wikipedia.org/wiki/GlTF

The core material system in glTF supports metals with the following information channels/rough PBR work process:

  • Base Color

  • Metallic

  • Roughness

  • Baked Ambient Occlusion

  • Normal Map

  • Emissive

B. Materials

The number of materials in the model is an important factor. If this number exceeds 50, the load times and rendering performance of the model will slow down rapidly, so it is recommended to combine the same materials.

C. Textures

Supports PNG (PNG-24, and indexed PNG-8), and JPG image formats for 3D textures

Suggestions:

  • For textures with smooth gradients or noise, use JPG;

  • For textures with a small number of large areas of solid color, use PNG (PNG-8);

  • For normal maps, use PNG (PNG-24);

  • Size: Needs to be compatible with both PC Terminal and mobile terminal; the size of the texture map needs to be <=1024

D. Collision (Invisible)

Physical collisions need to be established to keep the user within set boundaries, which will ensure that they do not walk through objects or fall through cliffs.

You are required to set the basic shape as a collision mesh to use as a collider in the scene. The engine will not render it in the scene (invisible). Upon creation, you can add this collision mesh to the parent mesh object with the _collider name suffix.

E. Lighting

For performance optimization, we do not support real-time lighting. Any light shadows must "bake" into the texture (baking shadows).

Guide: https://docs.blender.org/manual/en/latest/render/cycles/baking.html

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