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Unity3D scene art creation specifications - Metasy

1. Unit and Scale Consistency

Before modeling, set the unit of measurement. All models used in the same scene must have consistent units. The scale between models should be accurate and match the import units of the program. Even if scaling is needed later, it can be adjusted uniformly. Use meters as the standard unit.

2. Model Standards

1 、All character models should ideally stand at the origin. Unless specifically required, the center of the object must be the axis.

2 、Control of polygon count. Each mesh model should be controlled between 300-1500 polygons for optimal results.

3 、Each model should be separated for easy modification of polygon count.

4 、Export model format: FBX format.

3. Texture File Format and Size

Use PNG format for original textures without channels. The size of texture files should be powers of 2 (8, 16, 32, 64, 128, 256, 512, 1024), with a maximum size of 1024x1024. Adjustments within these sizes are allowed under special circumstances.

4. Texture Material Application Rules

1 、Textures must not be named in Chinese and must not have duplicate names.

2 、Material names should match the object names, and the naming of parent-child hierarchy in materials must be consistent.

3 、The same type of texture must use a single material.

4 、Except for objects requiring double-sided materials, other objects should not use double-sided materials.

5. Prefabs

1、In Unity3D, it's called a Prefab; we can also understand it this way: when the game components are made;

2、 Think of it as a game component template for mass application, like repeated elements in a scene, such as enemies, soldiers, bullets, or a wall made of identical bricks.

3、Prefabs are like clones but differ in position, angle, or certain attributes.

4、Prefabs should be assigned materials; gray indicates no material.

How to make a prefab of an entire scene ?

Create a new empty object, drag all the objects in the scene into the empty object, and then drag the objects into the folder to get a prefab of the entire scene.

How to Create a Prefab

Start by creating a "Prefabs" folder. Place all your prefabs in this folder for easy management.。

1、 Drag the Model into the scene.

2、Apply the material directly to the Model.

3、Drag the Model into the folder.

4、We have created the prefab

6. File Naming Conventions

1、 (Note: Names should not contain spaces, e.g., 'Bathroom_sink' instead of 'Bathroom sink').

2 、Keep object names, material names, and texture names consistent.

3 、The same texture must use a single material; delete any excess.

7. Project Folder Naming Standards

Materials: Materials, Meshes: Meshes, Prefabs: Prefabs, Scenes: Scenes, Skybox: Skybox, Textures: Texture Maps.

8. Engine Uses U3D (URP) Rendering Pipeline

1 、The lighting appears brighter the Android platform compared to the PC platform.

2 、Add a Mesh Collider by default.

3 、Use default URP shaders, and if specific ones are required, upload the shader files.

9. Project Submission Resource Package

1 、The resource package size should not exceed 200MB;

2 、Place the lights inside the prefabricated body. Do not place them too densely at one point. Note: except for directional lights;

3 、The entire project is pulled into a large prefabricated body (tutorial is in the fifth item);

4 、Terrain and baking are currently not supported;

5 、Post-processing, directional lights (officially added by default), currently do not support player debugging data.

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