Many 3D models are available for purchase on our Marketplace. If the Marketplace doesn't have the model you're looking for, you can create and customize your own. All 3D models should be in the OBJ or FBX format and have materials supported by High Fidelity.
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There are many online 3D content websites that contain models that you can purchase or get for free. Keep the following in mind when sourcing 3D models from such sites:
You can create your own 3D model using 3D modeling software such as Blender or Maya. Use any software of your choice as long as:
Making 3D models for High Fidelity (and VR) is different than making models for films, videos, and games.
We've listed the best practices for creating 3D models for High Fidelity (and VR).
|Polycount||Your count should resemble that of a model for a tablet game, not too high, but not too low either.|
|Edge Loops||Remove edge loops that are not needed.|
|Mesh||Clean the mesh to make sure there are no N-gons and no coplanar faces.|
|Materials||Always try to create Atlas maps. When every piece of your content shares the same material and UV space, it is an Atlas map. For example, if you create a robot, all its pieces should share one UV map, instead of giving its hands, feet, or face separate materials and UV maps.|
|Materials||High Fidelity’s engine only supports one UV mapping per material.|
|Textures||PNG files are recommended, but we also support JPG files.|
|Textures||Choose the color types wisely to minimize the size of the final file.|
|Textures||PNG-8 has only ON/OFF transparency, has a palette of colors (256 colors, like GIF), and can be used to mask transparency.|
|Textures||For more color resolution, you can use PNG-24. For translucent mask or transparent textures, use PNG-32.|
|Textures||Do not use PNG-48 or PNG-64, as both are not supported by High Fidelity.|
|Textures||When loaded in the engine, textures are automatically resized to a grid of 128x128. Pick sizes which are multiples of 128.|
|Draw Calls||Draw calls happen before something gets rendered on screen.
There are no definitive measures for a desirable polycount. You need to balance between draw calls and polys. Fewer draw calls means more room for polys. Smaller textures means more room for higher poly models.