> 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/landmarks/wireframe.md).

# Wireframe

## Specifications

* File type: GLTF
* Single mesh (no texture)
* File size: < 2MB (Should be as small as possible)
* Triangles: < 10,000 max (Should be as small as possible)
* Textures size: 5
* Materials: 2
* Emissive: 1 (Image texture material)
* Wireframe opacity: 0.5 (alpha blend active)

## Characteristics

* Transform Y Up
* Mesh should include tangents, normals, UVs
* Compression level: 6

## Objects

* No Light objects
* No Camera objects
* No Empty objects
* No Animation objects

## Positioning

* Origin: \[0, 0, 0]
* Scale: \[1, 1, 1]
* Rotation: \[0, 0, 0]
* Max X Offset (width): 0.01
* Max Y Offset (height): 0.01
* Max Z Offset (length): 0.01

## Materials

* Wireframe material should use Blender Principled shader with the following specs:

  * Metallic: 0
  * Roughness:1
  * Alpha:0.5

  ![](/files/iZ7xI1Fz87YG1Jgp1ydw)
* For the Alpha to work, it is important to activate eevee render render engine in the render properties tab

![](/files/7BAjqeMYqSF4RNBVigN9)

* After this be sure to activate the Alpha blend on the Blend mode at the settings in the Materials properties tab&#x20;

![](/files/TDIoEJIIxChW224H7OMJ)

## UV Maps

* Do not leave unused areas
* Avoid stretched images
* If the model is symmetrical or has any repeated mesh or shape, these should be overlapped
* Include a 10px bleed for the UV islands
* Any UV island with flat colors/textures should be overlapped&#x20;
* Keep UV island size relatively scale according to the actual size of the area
* Avoid any stretched or curved sections for cylindrical shapes UV map
