> 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/structure-ornaments/lod1.md).

# LOD1

## Specifications

* File type: GLTF
* File size: < 1MB (Should be as small as possible)
* Triangles: < 4,000 max (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

* 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

<figure><img src="/files/AiG9An5MWjWF2O0YP7mJ" 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
