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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