Unity3D model creation Specification

Source: Internet
Author: User

Unity3D model creation Specification

I. Unit, unified proportions

Set the unit before creating the model. The unit settings of the model used in the same scenario must be the same. The ratio between the model and the model must be correct, consistent with the import unit of the program, you can adjust the scaling ratio even if the program needs to scale. The Unit is meter.

Ii. model specifications

⒈ All role models are best positioned at the origin. With no specific requirements, the center of an object must be taken as the axis.

Control the number of faces. Each grid model of a mobile device can be controlled at-polygon to achieve better results. For desktop platforms, the theoretical range is 1500-4000. If a large number of roles appear on the screen at any time in the game, the number of faces of each role should be reduced. For example,-triangles are used for each role.

Normally, a single object is controlled below 1000 planes, and the screen should be controlled below 7500 planes. All objects have no more than 20000 triangular surfaces.

Worker sorts out the model files, carefully checks the model files, and tries its best to optimize the files. You do not need to delete unnecessary aspects, merge broken vertices, and remove isolated vertices, pay attention to the naming rules of the model. A reset transformation must be performed before the model is bound.

Objects that can be copied by the secondary node should be copied as much as possible. If an object with 1000 faces is copied out after being baked, the resources consumed by the object are basically the same as the resources consumed by the object.

3. Material Texture specifications

The Unity3D software we currently use is used as a simulation development platform. This software has some special requirements on Model Materials. Not all materials in the 3dsMax we use are supported by the Unity3D software, only standard (standard material) and Multi/Sub-Objiect (Multi-dimensional/Sub-object material) are supported by the Unity3D software. Note: For Multi/Sub-Objiect (Multi-dimensional/Sub-object material), note that the Sub-material must be standard (standard material) to be supported.

Currently, ⒉ Unity3D only supports the Bitmap Texture type, but not all other texture types. Only DiffuseColor and self-Illumination texture channels are supported. Self-Illumination (opacity) Texture channel after baking lightmap, you need to set this texture channel to the new channel after baking, and point the generated lightmap to self-Illumination.

Iv. Texture file format and size

Jpg with no channels for original textures. 32-bit tga or png with channels. The maximum size is 2048, the size of the texture file must be 2 n (8, 16, 32, 64, 128, 256, 512, 1024). The maximum texture size cannot exceed 1024x1024, in special cases, the size can be adjusted within these ranges.

5. Rules for applying Texture Materials

Texture maps cannot be named in Chinese or with duplicate names;

The name of the material ball is the same as that of the object. The name of the parent-child level of the material ball must be the same;

A material ball must be used for the same texture;

Except for objects that require double-sided materials, other objects cannot use double-sided materials;

The ID of the material and the ID of the object must be consistent;

If you use completemap for baking, a shell material is automatically generated after baking. You must change the shell material to a standard material and the channel must be consistent. Otherwise, the texture cannot be exported correctly;

Images with Alpha channels are stored in the tga or png format. _ al must be added for naming.

When the attention model needs to be processed through a channel, it needs to make a texture with a channel. when creating the channel texture of the tree, it is best to change the transparent part to the main color of the tree, in this way, the color of the valid edge part can be correct during rendering, and the channel texture requires more common textures of the same size as the resource coins used during program rendering. the channel texture name should end with _ al.

6. Model baking and export

There are two baking methods for the render model: one is LightMap baking and pasting. The Paster rendered by this Paster only carries shadow information and does not contain basic textures. It is used to create model files with clear textures (such as terrain). The principle is to overlay the basic texture maps and LightMap shadow maps of the model. The advantage is that the final model texture is clear, and you can use repeated texture textures to save texture resources. After baking, the model can directly export FBX files without modifying the texture channel. The disadvantage is that LightingMap maps do not contain highlights;

Another method of texture is the CompleteMap baking method. The advantage of this method is that the rendered texture contains the basic texture and light and shade information, but the disadvantage is that there is no detailed texture, in addition, the texture is blurred at the nearest point.

Worker baking texture settings.

When setting the completemap baking mode, note that the texture channel and the uv coordinate channel of the object must be set to one channel. The baking texture file is stored in the tga format, and the background should be changed to a color similar to that of the texture;

Lightingmap baking settings, unlike completemap settings, the texture channel and the object uv coordinate channel must be 3 channels, and the lighting shadow method during baking is adv. raytraced advanced Light tracing shadow. Changing the background color to White can avoid black edges. The uv of the main objects must be expanded manually.

7. Model binding and animation

1. the skeleton must be IK, CAT, or BIP. unity does not recognize virtual animation. The number of single object bones cannot exceed 60.

2. Control of the animation Frame Rate and number of frames. Generally, it is 10 frames per second. An animation should be controlled within 1 second as much as possible.

3. For details about role skin and action Adjustment specifications, see --- (animation specification process table ).

4. Export the animation, separate two files, and export the model and skeleton without any action. The model must have skin information. After the animation is adjusted, fbx files with only bones are exported.

8. Model Export

1. Change the baking material to the standard material ball. The channel is 1, and the self-emitting light is 100%;

2. The object name, material ball name, and texture name must be consistent;

3. Merge vertices, clear scenes, and delete useless objects;

4. Clear the material ball and delete the extra material ball (the unimportant texture should be reduced );

5. Export fbx as required (check whether group export is required), export fbx, and re-import it to max to check whether the fbx animation is correct;

6. Check whether the comparison file is correct according to the acceptance form;

IX. file backup submission standards

After the final confirmation, the max file is divided into role models, scenario models, and item models and saved with textures to the corresponding "project name/model/char" "project name/model/scene" "on the server "" project name/model/prop "folder. Save the animation file to the anim folder.

Objects exported to files in obj, fbx, and other formats are stored in the sub-folders anim, model, and prop in the export folder.

10. Project naming requirements

When the ghost project enters the planning stage, each department will have a uniform project name, the server will create a project name folder, and the producer will create a project folder with the corresponding name during local production.

Role model name: Project name_role name. If Model objects in the max file need to be separated from each other, you should name the "_" part based on the name. For example, the name of the role header is: project name_role name_head, and so on. The corresponding material balls and textures are named the same.

Scenario and item naming: Project name_scenario name. The object in the max file is the project name_scenario name object name. If there are many similar objects, the name is: project name_scenario name_object name_01-----02 ...... Objects of the same type are named by analogy. The name of the object corresponding to the material ball and texture. Similar objects only need to be given the same material ball with the same texture.

Paster with Channel: Add _ al suffix

The special effect texture is named after the special effect name, And the suffix _ vfx is added to the texture.

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