Create a 3D asset for GuidiGO: Guidelines (EN)
1. Modeling in 3D Software (3ds Max)
Each model you make in 3D software should have "healthy geometry", which means no overlapping, flipped polys, etc. You should always work with quads, separate polys on smoothing groups, and apply turbosmooth (but you should rasterize it before exporting FBX file for Unity).
Unwrapping is preferred when you have model with few materials on it. It is also necessary to unwrap model if you want to bake light on its diffuse texture, or create lightmap.
For materialization use standard mental ray material (not V Ray or Corona). Unity supports NORMAL maps, so you should convert your bump map into normal via Photoshop, using different plugins for conversion, which you can find on internet, for free.
Number of polys of a model that will hopefully work on Tango is less than a million. This depends on sizes of textures and complexity of a code and animation in project.
Always convert your model into editable mesh before exporting it as FBX.
Unity is in meters, so set your metrics in meters.
2. Animation in 3ds Max
Export models from 3ds Max as FBX, in order to import it in Unity. You can import .max file also, but in that case, Unity makes conversion in FBX, and it can cause program to break and go down.
In case of animations, FBX is a big downside, since it only exports a few kinds of animations from 3ds Max:
transition, rotation, scale
character animation (bones)
morpher
Except morpher, you can't export animations of some other modifier (bend, FFD...).
3. Unity
Shaders:
If you are using scanned models with photorealistic or baked textures, use UNLIT shader in Unity. That shader doesn't receive or emit shadows, and looks great with good textures. Most important - there are no bugs with shadows during animation.
If you are painting textures by yourself, or you are not baking light, you should use STANDARD shader, since this shader depends on light from project and emits shadows in real time (if you have some animations in project, you should use this shader).
Transparency: There is a known bug in Unity: it goes crazy if you have two models, one behind another, that are semi-transparent. The program doesn't know what to render first, so you can notice some unrealistic overlapping. Very often you can fix it with code.
Textures should be as good as possible, regarding quality. 1k textures are minimum. Unity compresses texture bigger than 2k, so you should manually return them back to 4k, for example.
Always create empty game object, with pivot in 000 000 111, and put your model in its hierarchy. Sometimes, if you do not do that, your model may "fall down".
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