# LOD1

## Specifications

* File type: GLTF
* File size: < 1MB (Should be as small as possible)
* Triangles: < 2,500 (Should be as small as possible)
* Texture: 512x512 max size
* Image Texture: Emissive (not shader allowed)

## 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

* 1 Material mandatory
* You must connect your texture image directly to the Material Output node (image below)
* Material Alpha (opacity): 1.0
* No duplicated materials
* Texture format: JPEG
* Texture map must be baked

<figure><img src="https://1769794590-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FDHWwPrTAwLL81PbfiBvW%2Fuploads%2FSDEuZk2lZEweJMDufkKj%2Fimage.png?alt=media&#x26;token=63c68407-952f-4ea7-9e84-64d9933c84a1" alt=""><figcaption></figcaption></figure>

## 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
