Guidance for Custom Models: Budgets and Model Specs
It’s important to consider the world limits when designing assets. This will enable you to effectively allocate the total number of assets required for creating your world, and develop a comprehensive asset plan. These limits are view dependent however there is no occlusion culling meaning the world limit can often approach view limit.
| Approximate limits for a gameplay heavy world | Maximums, when you have a more static world |
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Total Vertices | 600,000 | 1 Million |
Draw Calls | 150 | 250 |
Travel Time World Budgets These limits are designed to keep world travel times in check, especially for visitors with lower internet speeds.
| Download time | Download time |
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Unique Vertices | 200k | 400k |
Texture Megapixels | 40 megapixels | 80 megapixels |
1 megapixel = 1024 x 1024. (example 4 Megapixels = 2048 x 2048)
More megapixels means more time to load the textures, which may impact world travel times or take the world longer to look fully loaded. 40 Megapixels = 25 MB (ASTC 6x6).
Generic Asset Recommendation | Polygons | Vertices | Texture Size |
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5 m3Object | 2000 | 1000 | 2048 x 2048 |
1 m3Object | 1000 | 500 | 512 x 512 |
This is a very general recommendation, and artists should adjust as needed.
A 3D model is made up of Mesh + Textures + Materials.
| Recommended |
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Formats | FBX |
Naming | Avoid using these characters in your node & file names - .,, /, *, $, & |
Objects | Multiple meshes per FBX file supported |
Polygon Count | 12K recommended maximum, 400K maximum vertices. |
Hierarchy | Flattened in Horizon* |
Pivot Points | Centered on import* |
Animation | Importing animation is not currently supported |
UV Channel | Only UV channel 0 is used to map textures onto the mesh |
Normals | Vertex normals are imported |
*subject to change in the future.
PNG - 8 -bit per channel
See Material spec below for channel packing.
Horizon will support any power of 2 textures up to 4096 x 4096