This page contains basic technical requirements and recommendations for working with 3D objects when
creating three-dimensional computer graphics.
- The model must be fitted into smooth dimensions rounded to whole centimeters;
- The model must be centered relative to the origin on the X and Y axes;
- The bottom plane/vertex/edge of the model should be at 0 coordinates on the Z axis;
- Try to stick to the maximum number of polygons - 32 thousand triangles;
- The names of meshes in the model tree should have a meaningful value and reflect the real purpose, the name of the object part.
The following scheme is currently accepted for naming materials:
- name of the material;
- sequential number of the material (e.g., wood.1).
- Textures are currently used at a resolution of 512x512 px or 1024x1024 px.;
- Texture format is jpg if the model does not require the use of a png texture with an alpha channel;
- Meshes should be divided according to the principle of belonging to a certain material. Meshes with the same material should be combined into one object (mesh);
- On the final model, all modifiers should be applied, except for the edge split modifier, and curves should be converted to meshes;
- If you use glass in the models, it should be two-layered;
- Try to use seamless textures as much as possible, as they may need to be scaled on the model later;
- If possible, do not use "smart UV project" when creating the layout, as this is acceptable only in exceptional cases;
- In each model, we add a cube with dimensions equal to the model's dimensions. This is necessary for calculating simplified collisions in the model;
- The cube should be named "Collision";
- We do not assign a material to this object.