LOD0
Last updated
Last updated
File type: GLTF
File size: < 1MB
Triangles limit 10,000 max
Keep the hierarchy and the meshes separate as shown
First note that you have received a default UV map image. This image holds the default structure’s texture. This particular part of the image can not be altered.
This is an approximation of what your UV map should look like before and after baking it
In-game LODs would require splitting the model into 10 meshes, The most important of these meshes would be “Chasis_0”. This mesh will contain the main body and design of the Go-kart. Do not modify any of the LOD base mesh provided. You have to join the mesh from your design to the “Chasis_0” default mesh.
It's very important to keep the model hierarchy shared. Each Mesh and Empty object has a scale and rotation that we can not modify.
For the empty objects, you would need only to modify the Tailpipes. But sure these are placed at the rear side of your design.
Related materials, in contrast with NFT. we can only have 2 materials and each of these materials would hold an image texture.
You should bake all the “carbody” mesh into the “Chasis_0” mesh. You can combine the color map with the ambient occlusion of the mesh in order to get more details for your LODs.
Principled Shader
Metallic == 0.0
Roughness == 1.0
Triangles limit 10,000 max
Keep the hierarchy and the meshes separate as shown
Keep the wheel texture included in the GLTF
Images texture should be 1024x1024 for chasis_LOD_0
Images texture should be 512x512 for LOD_wheel (do not modify)
GLTF file request
When exporting the GLTF be sure to pick the following values:
Do not include the Chasis_0 texture, Share it as a separate JPG file
Include only wheels texture