Wireframe
Specifications
The wireframe should be the exact same mesh from the LOD_0
The only noticeable difference is the material configuration
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
For the Alpha to work, it is important to activate eevee render render engine in the render properties tab
After this be sure to activate the Alpha blend on the Blend mode at the settings in the Materials properties tab
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
Size
Maximum Width 260 meters
Maximum Length 260 meters
Maximum Height 100 meters
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