LOD1

Specifications

  • File type: GLTF

  • File size: < 1MB (Should be as small as possible)

  • Triangles: < 2500 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

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

  • 4 Materials limit are mandatory

  • 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

  • No duplicated materials

  • Texture format: JPEG

  • Texture map must be baked

  • NFT Materials should use shader with the values above

  • LODs Materials should not use any shader (Emissive material)

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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