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3D Production Material Specification

Last updated: 2024-03-22 18:45:44

    Production Process

    The basic linear process is as follows:
    
    
    

    Model Making

    Production software: Maya, c4d, blender, zbrush, as long as the final result can export fbx or glb files.
    The model size needs to correspond to a specific head model size, and the size and position of the head model cannot be modified.
    The triangle face count of daily 3D props should be controlled at around 8000 faces, with a limit count of 20,000 faces.
    The completed model should center the pivot (the center point of the world coordinate system), clear history, and freeze transformation.
    Naming convention: Use English characters for file names, models, and textures.
    Low-poly topology should be reasonable, standard, and uniform.
    The model can be split into multiple models for production, and the final output can be a single file.
    When creating the model, mainly create the part facing the camera, because the final online prop will display the front and 45° side effects at most. Therefore, the invisible model at the back of the head can be directly deleted to reduce the face count and optimize performance.

    UV Unwrapping

    Unfold the UV and flatten it as much as possible.
    Minimize seams and place them in less noticeable locations. Make full use of the texture space.

    Production of pictures

    Requirements
    The maximum size is 1024*1024, and to ensure the effect, both width and height dimensions should be multiples of 4.
    The memory size needs to be controlled within 1M, and the final pictures used need to be compressed (using TinyPNG compression).
    Set the depth to 8-bit and the format to PNG.
    PBR material
    The textures needed are basecolor, normal, occlusionRoughnessMetallic.
    Emissive is not necessary, but can be used when needed. When not needed, set the Emissive color to black.
    Unlit material(unlit)
    A single baked picture is enough, prioritize using Arnold and SP baking, prioritize effect.

    Skeletal Binding, Animation

    No skeleton (static model) can skip this step.
    Physical skeleton binding.
    Dynamic joint can be added to achieve physical jitter.
    The maximum number of skeletons is 50.
    The vertex skeleton influence number should be less than or equal to 4 (the maximum number of skeletons that can affect each model point during skinning).
    The skeleton structure must have only one hierarchy, and the name of the highest-level skeleton should be named: Root (special structures will be described when sending the package).
    Use skeleton skinning, avoid using other objects.
    For skeletons that require physical calculations, the root skeleton name can be named with numbers, ABC+numbers for easy physical configuration.
    Skeleton animation production.
    The duration should be controlled within 15 seconds, with a frame rate of 30 frames/second.
    The output animation needs to bake the keyframes on the skeleton.

    Export Settings

    Tencent Effect only supports importing fbx and glb formats, and does not support importing obj.
    Export fbx format (2014-2019 version).
    3D MAX export, check geometry: normal tangent and triangulation, animation: animation, deformed model: skinning non-blended deformation.
    MAYA export, check projects with skeletal animation.
    Delete useless keyframes outside the animation timeline (for example, if it's 0-100 frames, there should be no animation frames before 0 and after 100).
    Export glb.

    Head model download

    
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