Model requirements
Modeling specification:
constraint | description |
---|---|
. Number of faces | The triangle surface number of a single piece of furniture is recommended to be around 20W, and the maximum should not exceed 50W. If it is a Polygon in max, the maximum value is guaranteed to be within 25w. The lower the number of surfaces during modeling, the better. Reduce the number of unnecessary dough pieces (for example: invisible faces, small pieces that are too fine). For details, consider the use of bump mapping, normal phase mapping, subdivision, etc. as much as possible. The number of facets of the model directly determines the display quality of the 3DViewer. How to use a low number of facets to make a realistic model is the first standard for modeling. |
Flatten UV | There is a problem if the high model does not divide the UV or just gives a random UV. Once it encounters that kind of pattern texture, the seams will be obvious, and the obvious splicing will not be connected. So be sure to flatten the UV. |
Uneven UV size | The UV distribution needs to be uniform, and the texture of the same material cannot be large and one small, which does not conform to the current logic. Like the left picture, there will be a problem of incorrect proportions. |
Closed-loop model | The model patch must be closed and connected, and no obvious seams or appearances are allowed. |
Boolean operation | It’s best to do some Boolean operations to delete the overlapping surfaces, which can improve the efficiency of uv expansion (improve the resolution of texture maps) |
normal problem | Normal must not be reversed during modeling, otherwise the Model-Viewer display and USDZ AR display will have problems, resulting in a black display. |
Baking material support | Due to the limitation of baking, try to use VrayMtl material to set the material properties. For transparent objects, use RefractionMap instead of Opacity properties. |
Overlap problem | The model has two or more faces overlapping and needs to be cleaned up, otherwise the generated Model-Viewer will have problems with overlap, noise, and splash screen. |
Material specification
constraint | description |
---|---|
Material accuracy | Before submitting the model, you can see if the material is correct. As shown in the picture, the previous understanding of the cloth on the left may be a bit misunderstood. I don’t know what material it is. The picture on the right clearly tells us that it is a cloth material. |
Material type. | Now only supports Vraymtl, Vray2SidedMtl, VrayBlendMtl, VraylightMtl, and does not support other materials. |
Single color | The model must have a corresponding material. Baking a model with no material and only a single color will cause the diffuse to become all black. A model without a material is also unreasonable. |
Material replacement | Currently, 3d Viewer only supports material replacement for the old version of the material, and does not yet support the new material. When uploading 3d Viewer materials that can be used for replacement, the merchant back-end should select the old version of the material classification. |
Texture specification
constraint | description |
---|---|
Map path | The texture path must be correct, and the path must not be lost. Using the zip tool for packaging is prone to path loss. You should use Applicaiton>Save As> Archive in 3dsMax for packaging. Specific reference to official documents. |
Texture size | Try to use even-end sizes, for example: 1024*1024, 2048*2048. Commonly used 600*800 is also ok, don’t have 2301 that ends in the singular. The size of the texture should not be too small or too large, 600~2048 is the most suitable, but the file size can be larger, the upper limit of 5mb, the texture size should be controlled within 399kb~2mb as much as possible, this range is the most suitable |
Can't lose the texture | Any texture map must be able to be found by index |
Data archiving
problem | Description |
---|---|
Archive | Max files need to be archived, and check if there are any missing files (materials, textures) |
Multi-material | For the finished model, you need to confirm how many replaceable materials are available for the 3D Viewer, and indicate the replacement parts. It would be better if you can attach a physical photo. |