LOD0

Specifications

  • File type: GLTF

  • File size: < 1MB

  • Triangles limit 10,000 max

  • Keep the hierarchy and the meshes separate as shown

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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.

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

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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.

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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.

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.

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.

  • 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)

Deliverable files for LOD_0

  • 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

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