LOD0
Specifications
- File type: GLTF 
- File size: < 2MB (Should be as small as possible) 
- Triangles: < 12,500 max (Should be as small as possible) 
- Texture: 1024x1024 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
- Besides the 4 mandatory materials from structures you should include one extra for the ornament (5 total) 
- Roof labeled ‘primary’ (Should be white with Ambient Occlusion) 
- Walls labeled ‘secondary’(Should be white with Ambient Occlusion) 
- Details labeled ‘details’(Should be white with Ambient Occlusion) 
- Other labeled ‘other’’ (Should be texturized or colored) 
- Ambient Occlusion must be baked in the main material 
- Material Alpha (opacity): 1.0 
- No duplicated materials 
- Texture format: JPEG 
- Texture map must be baked 

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 
- 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 
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