LOD
Specifications
Format must be GLB, not GLTF
Textures should be baked independently per area (top, bottom, and footwear)
Textures size should be 1024x1024 jpg
Materials use PBR workflow
Enable Backface Culling (single-sided materials). Only use double-sided materials when absolutely necessary. Otherwise, leave the box checked.
Base color texture is mandatory
roughness, normal, metallic, Emission, and Ambient occlusion textures are optional
Import the male or female FBX file containing the mesh with Rig
Be sure your meshes fit the proportion and position from the template
Download the templates and use them as a guide for your model
Build all your items with a clean geometry
Avoid unwrapping your UV maps with smart UV map. You would rather properly mark seams
Triangle count limit
Top == 9k triangles
Bottom == 5k triangles
Footwear == 1.9 triangles
Due to the level of complexity, we highly encourage you to build the LOD_0 version first. this way you can easily make the NFT later on
Get rid of the head and the body parts that your outfit covers and keep it on a mesh named "Wolf3D_Body"
Separate the each mesh. "Top" for above the waist, "Bottom" for below the waist, "Footwear" for shoes, and Body for the visible body parts. Rename each mesh and material the following way:
"Wolf3D_Outfit_Top"
"Wolf3D_Outfit_Bottom"
"Wolf3D_Outfit_Footwear"
"Wolf3D_Body"
For the rigging process select each separated mesh individually (No need for the "Body"part) and parent it with the Armature selecting automatic weights
Once each part is properly rigged you must see your model with the following structure
Export everything in GLB format and be sure to follow the next nomenclature outfit-yourassetname_lod_0-v2-m
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