> For the complete documentation index, see [llms.txt](https://upland-3d.gitbook.io/upland-3d/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://upland-3d.gitbook.io/upland-3d/go-karts/lod0.md).

# LOD0

## Specifications

* File type: GLTF
* File size: < 1MB
* Triangles limit 10,000 max
* Keep the hierarchy and the meshes separate as shown

<figure><img src="/files/IQ03o611DyBLl8Dn0SRa" alt=""><figcaption><p>img_1</p></figcaption></figure>

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.

<figure><img src="/files/5mNLMD5aYJIdxwtag5Pg" alt=""><figcaption><p>img_2</p></figcaption></figure>

This is an approximation of what your UV map should look like before and after baking it

<figure><img src="/files/amXbYEPTxPEZFDcdxI1M" alt=""><figcaption><p>img_3</p></figcaption></figure>

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.

<figure><img src="/files/mc7AkjfkcKBqL4uAimOy" alt=""><figcaption><p>img_4</p></figcaption></figure>

### Hierarchy

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.

![](/files/RKb02Cwzr87cNSycEsjv)![](/files/CQWnyNinFE04pXxzehs3)<br>

### Empty Objects

For the empty objects, you would need only to modify the Tailpipes. But sure these are placed at the rear side of your design.

<figure><img src="/files/ddPpgJSWBchzZG3Q9cwe" alt=""><figcaption></figcaption></figure>

### Materials

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.

<br>

<figure><img src="/files/jSiHj8Fth86D8xzeTsXb" alt=""><figcaption></figcaption></figure>

* 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)

  <figure><img src="/files/KdA70MGOVN0ktDStAmZ6" alt=""><figcaption></figcaption></figure>

### Deliverable files for LOD\_0

* GLTF file request

When exporting the GLTF be sure to pick the following values:

<figure><img src="/files/GqczIK9ubGADiLuwLOVO" alt="" width="375"><figcaption></figcaption></figure>

* Do not include the Chasis\_0 texture, Share it as a separate JPG file &#x20;
* Include only wheels texture

<figure><img src="/files/tSTeB0yZhwj2eBMf3W5M" alt=""><figcaption></figcaption></figure>
