This section covers the Modelling phase including proportions, poly counts and topology to name a few.
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Proportions
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To start your 3D project, first make sure you've set the correct unit measurements in your 3D software.
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To get a better sense of size and scale, you can import a human model as a reference.
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Polycount for Game Ready Assets
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To achieve optimal performance in real-time rendering engines like Unity, focus on creating light geometry for your 3D models. This means using as few polygons as possible. Crafting low-poly models is a well-established practice that yields "game-ready assets." These assets are essential for preventing GPU and CPU overload, which can lead to application crashes.
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The polycount guidelines for game-ready assets can vary based on the target platform, chosen devices, and hardware specifications. For a stable environment, adhere to the instructions below.
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Note that these values are approximate and may change depending on the factors mentioned above:
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Polygon Count by Asset Category
Small Assets: Polycount: 100 - 1,000 polys
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Small objects like bottles, small furniture elements, framed pictures etc
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Medium Assets: Polycount: 1,000 - 5,000 polys
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Regular size objects like sofas, fountains, sculpture, intricate decoration etcPolycount: 1000 - 5000 polys.
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Architecture and large objects: Polycount: 5,000 - 50,000 polys
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Rooms, halls, internal /external architectural spaces
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Foliage: Polycount: 300 - 3,000 polys
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Flowers, bushes, grass mesh, plants, trees.
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Avatars: Polycount: <15,000 polys
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A fully functional character with clothes, hair and accessories .
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Note on Camera/Occlusion CullingCamera culling, a built-in Unity feature, hides objects not visible to the main camera, offering a way to optimize performance. Level designers should take this feature into account when planning their levels. While it varies by scenario, a general guideline for target polycount is approximately <100,000 viewed polygons per frame.
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Topology
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Maintain clean and accurate topology in your 3D models to prevent mesh interpenetration and overlaps. Such errors can degrade engine performance and result in flickering surfaces.
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Low-poly design is generally more efficient with square shapes; for curved surfaces, the example polycounts may need to be doubled. Keep in mind that a model's polycount can vary based on its structural complexities. The provided values are guidelines and may require slight adjustments.
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Pivot Positioning
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Special attention should be given to pivot positioning. The pivot should generally be centered on the object and aligned with its lowest point. Exceptions can be made for specific cases; for example, a hanging object should have its pivot at the highest point.
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โ ๏ธ Always export objects with their position set to the origin coordinates: X:0, Y:0, Z:0.
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NOTE: Always check if your front face is visible and the backface inside the mesh otherwise the mesh will become invisible because imported meshes do not support two-sided materials.
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