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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