Design Standards
While designing your models, please consider following standards for an efficient production and delivery:
Modeling
- Use as low polygon as possible. Scale is an indication of how many polys to use. A large object can have a lot of polys, but small objects should have few.
- 100 triangles is good for small things that will be used frequently: plants, medium to small fish, etc.
- 1000 triangles is medium-high complexity: a building, sculpture, a large object, etc.
- 3000 triangles should be a cap on player models, which should ostensibly be the most complex objects in the world
- Turn-on backface culling.
- Design your model on the origin, so that when we export it to the world editor, the objects are centered at the location.
- Consider your model`s proportions compare to Mermaids and other models.
- While designing big buildings/objects in which Mermaids can swim through it, consider that Mermaid model has a big tail and it should be rotate around easily.
- Only keep the model itself in the file, without any other details. Do not use lights or cameras.
- Organize the pieces of the model. Ideally, every model consists of one mesh. However, you can use a few, coherent sub-meshes, if necessary and they should be named appropriately.
- Try not to start the modeling process with spheres, cylinders, toruses, or cones, as these tend to produce a lot of triangles before you even begin. Remember that some sharp corners can be tolerated.
- Use normal averaging to get rid of creases.
- Never use anything other than polygons, this means no nurbs.
Texturing
- Use water-color esthetic as much as possible while texturing.
- Do not use complex, multilayered or procedural textures. It may not be interpreted by the engine. Keep it simple but as detailed as possible.
Lighting
- Do not use lights, all lightings are handled by Multiverse engine.
More Information About Creating Assets