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EditorContent Creation Guidelines3D Model Creation Standards

3D Model Creation Standards

This document defines the technical requirements and optimization standards for 3D models used in XenseAR environments.


1. File Format & Size Limits

Supported Formats

TypeSupported FormatsRecommended
Model File.GLB, .OBJ, .FBX.GLB
Textures.PNG, .JPG, .JPEG-

ℹ️ Info

  • .GLB files are loaded directly at runtime.
  • .OBJ and .FBX files are packaged into AssetBundles before deployment.

File Size Limits

TypeMaximumRecommended
Single Model≤ 5 MB≤ 3 MB
Entire Scene≤ 20 MB≤ 10 MB

ℹ️ Info
A Scene refers to the visible content area rendered on the device screen.

💡 Tip
Optimizing texture resolution significantly reduces overall model size.


2. Model Technical Specifications

Topology

Node Count

  • Single model: ≤ 20 (recommended: ≤ 5)
  • Entire scene: ≤ 200 (recommended: ≤ 10)

Triangle Count

  • Single model: ≤ 50,000 (ideal: 4,000 – 15,000)
  • Entire scene: ≤ 300,000 (recommended: ≤ 100,000)

Reference Polygon Ranges

Model TypeVerticesTriangles
Low-detail character2,000 – 10,0004,000 – 20,000
High-detail character10,000 – 20,00020,000 – 40,000
Simple prop500 – 1,5001,000 – 3,000
Complex prop1,500 – 5,0003,000 – 10,000
Basic environment5,000 – 15,00010,000 – 30,000
Detailed environment15,000 – 30,00030,000 – 60,000

3. General Model Requirements

Naming Convention

  • Use only:
    • Letters (A–Z, a–z)
    • Numbers (0–9)
    • Underscore (_)
  • No spaces or special characters.

Pivot & Alignment

  • Pivot must be:
    • At model center or
    • At bottom center (for ground placement)
  • Position at world origin: (0,0,0)

Geometry Rules

  • Use triangles or quads
  • Avoid:
    • N-gons
    • Non-manifold geometry
    • Hidden internal faces

Reset Transform

Before export:

  • Scale = 1
  • Rotation = 0
  • Position = 0

Real-World Scale

  • Model scale must match real-world proportions.
  • Unit system: Meters

⚠️ Warning
Incorrect scaling may result in improper AR placement.


4. UV Mapping Requirements

To ensure correct rendering and optimal performance in Unity-based AR applications for AR glasses, all 3D models must comply with the following UV mapping requirements.

Requirements

  • Every mesh must contain UV Channel 0 (UV0) for mapping textures such as Base Color, Metallic, Roughness, and Normal Map. Models without UV0 will not be accepted.
  • All UV coordinates must remain within the 0–1 UV space. UDIM workflows or UV tiles outside the 0–1 range are not supported.
  • UV Islands must not overlap, except for intentional Mirror UV usage where overlapping does not affect visual quality.
  • UVs must be properly unwrapped with minimal UV stretching, and Texel Density should remain consistent across the entire model to ensure uniform texture quality.
  • UV Islands must have sufficient padding to prevent texture bleeding when mipmaps are generated.
  • Minimize the number of UV islands and unnecessary seams to improve texture quality and optimize rendering performance.
  • Models using Normal Maps must not contain flipped UVs.
  • When using Normal Maps, the model must be exported with both Normals and Tangents.
  • The use of Texture Atlases is strongly recommended so that multiple objects can share a single material, reducing draw calls and improving rendering performance.
  • UV Channel 1 (UV1) is only required for models using Baked Lighting/Lightmaps. For AR applications using Realtime Lighting, UV1 is not required.
Texture ResolutionMinimum Padding
512 × 512≥ 4 px
1024 × 1024≥ 8 px
2048 × 2048≥ 16 px

Acceptance Criteria

A model is considered compliant when it meets all of the following requirements:

  • Contains a valid UV0.
  • All UV coordinates are within the 0–1 UV space.
  • No UV overlap, except for approved mirrored UV layouts.
  • No UV stretching or flipped UVs.
  • Consistent Texel Density across the entire model.
  • UV island padding meets the recommended values for the target texture resolution.
  • Normals and Tangents are exported when using Normal Maps.
  • Meets Unity performance optimization requirements for AR glasses applications.

5. Materials & Textures

TypeMaximumRecommended
Material Count≤ 10≤ 5
Texture Count≤ 10≤ 5
Texture Size≤ 2048×2048Power of 2

Technical Requirements

  • Shader: Use default URP (Unity Universal Render Pipeline) shaders.
  • Do not embed textures inside .FBX files.
  • Keep textures as separate files for Unity import.

Supported Material Workflows

  • PBR:
    • Metallic–Roughness
    • Specular–Glossiness
  • Unlit materials (if required)

⚠️ Warning
Excessive material count increases draw calls and reduces runtime performance.


6. Animation Standards

TypeMaximumRecommended
Bone Count≤ 80≤ 60
Animation Clips≤ 10≤ 5
Bone Influence≤ 4≤ 4

Technical Requirements

  • Frame rate: 30 FPS
  • Each vertex: ≤ 4 bone influences
  • Animation must:
    • Start at frame 0
    • Use relative positioning (no absolute coordinates)
    • Be loopable if long-duration

⚠️ Warning
Improper rigging or excessive bones may cause performance degradation on mobile AR devices.

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