Standard practice on modeling

thin the AR scene, dynamic changing model (especially on model have animation applied) and diversification on texture, should follows standard practice

Before explanation of standard practice of modeling, there are 2 points need to declare: 

Before explanation of standard practice of modeling, there are 2 points need to declare:


1.  the difference between “AR animated model” and “Traditional animated CG model”


AR Model

Traditional CG model

Face (Quad)


No limited in general


UV needed

No UV arrangement needed


Strictly practice

Any suppotted method

2. use of script, reference images/reference videos?

Main reference resources: 1. Original design by 3 views; 2. Reference subject by 3 views; 3. Motion reference video; 4. Brief script

After clear understanding of the above 2 points, the following are explanation of standard practice of AR production



[Suggested 3D animation software]


Suggest using more popular 3D animation software, such as 3Ds Max, Maya, Blender;


Attention on how many faces on model constructed by ZBrush ;


Double check needed after exporting FBX file when SketchUP, SolidWoks, AutoCAD, Inventor used.



[Supported model format]


FBX: a. textured FBX model; b. FBX model file with model file(s) (including texture(s) path)


OBJ: .obj model file + .mtl material data file (texture(s) path) + .jpg/png texture(s) file(s);



[Notes on 2 difference model formats]


1. model construction:


1. use Quadrangulate Face, NOT suggested using Triangulate Face, DO NOT use N-gons;


2. standardized unit of model construction: meter (M), following graph is the clear setting: suggested size of model is in-between 100-500 units


3. pivot point set to world origin (the world origin of 3D modeling software); 


4. amount of face(s):


a) for IOS: NOT more than 5W for a single model which is form by Quadrangulate Face, NOT more than 30W for a single scene, and NOT more than 20W for a single scene contains animation


b) for Android:


5. make sure there are no duplicated face at the same coordinate (clear out flickering when more than one faces stacking together), two or more faces share a single vertex, and with no edge


6. make sure to keeping same normal direction; (clear out texture displays confused situation, try to changing the normal direction if there is any display confused situation occurred


7. make sure no confused situation of vertex, and keep the continuity of normal director of vertex, no separation of vertex.  Make sure there are no duplicated face at the same coordinate, three or more faces share an edge, NO Interspersed face together. “use small piece object merge with big piece object” when combine difference objects;

▷ apply reset transform for the whole scene when finished modeling (reset Xfrom), combine and translate them into a Editable Poly/Editable Mesh, make sure there are no sizing and no Non proportional scale occurred


8.No “black face(s)” on smooth mesh, add extra edge or edit edge to avoid


9. Using English name for mesh, and components


11.Maintain spacing in-between each face, the recommend space is the 1/2000 of the biggest size of the whole scene


12.Try to delete face(s) are no need to use (hid in view)


13.Duplicate objects when needed


14.Big item can be formed by difference pieces of small items, each small items and final big item should be combine and translate into a Editable Poly/Editable Mesh


2. animated model:


1. supported animation: key frame animation, skeletal animation


2. animated model: one vertex skin weight support 4 difference bones


3. format of animated model : FBX; animation scale CANNOT equal to zero


4. NOT over 300 bones per scene, NOT over 80 bones per skeletal set


3. material & texture


Details information for material & texture : material & texture tutorials


4. exporting model:


1. Obj/Fbx format can be use when there is only static model; animated model must use Fbx when exporting


2. set 1 for Environment Lighting and diffuse reflection for material, suggested using diffuse reflection to achieve the result in needed




3. setting for exporting animated model


a) check or uncheck the “Embed Media”, but texture path should be relative path for those model exported, as follows:


b) In baking animation section, suggested UNCHECK export FBX (reduce FBX file size), than test it within AR tools, CHECK back export FBX when error occurred during animation testing within AR tools





4. static model export setting


a) export Obj:


b) exporting FBX: use in “animated model setting”, but no need to check “animation”, and “bake animation”




5. checking right before export:


a) change those materials (e.g. baked material), into Standard Material, channel to 1, self-illumination to 100;


b) make constant naming method for all objects, materials, textures;


c) merge vertex(s) (suitable scale);


d) clean up the scene, keep used items, delete non-use items;


e) clean up materials that are not being used (make small size on those not important textures)


f) check if group are needed when exporting FBX;


g) clean up those exported sub-folders if needed; delete no used items; ONLY keep textures & model are using, and keep mtl file for Obj;


h) Zip format for compression, using English name for folder(s)


i) using WinRAR, 7Z, WinZip for compression