35 lines
1.5 KiB
Text
35 lines
1.5 KiB
Text
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HF Model Specifications
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Thanks for providing content for High Fidelity! To make things go more smoothly, we kindly ask that you observe the following criteria:
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Export parameters:
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Please deliver an FBX exported using FBX 2014/2015 bin mode (not an FBX 2016)
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Embed all textures
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If there are other textures, include them in a zip file.
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Collision Hulls:
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Please create a collision hull out of multiple convex primitives when possible. Make these a separate group from the visual mesh. Ask for more information.
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Naming:
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Please name submeshes rather than keeping their primitive names
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For the visual mesh(es), put it(them) in a group called XXX_VR (use an appropriate name in place of XXX. The _VR stands for visual representation.)
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For the collision hull, put the convex pieces in a group called XXX_phys (use an appropriate name in place of XXX. The _phys stands for physics collider)
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UV Maps:
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Unless the model really needs to be in discrete pieces which separate or change, try to get as many UVs on the same map as possible. This helps us reduce draw calls and makes a faster render in-world.
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Textures:
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Use PNG 1024x1024 unless otherwise requested
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Unless otherwise requested, try to use PBR materials such as substance painter
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Shaders:
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If you are using Maya LT 2016+, use a Stingray PBS shader with Base Color, OpenGL format normal maps (not Direct X), metallic and roughness maps. Include AO or Emissive maps if part of the job.
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Otherwise use Phong.
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Tips
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We highly recommend using Substance Painter and Maya LT
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Thanks!
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