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3D Modelling Guidelines
This describes a number of guidelines regarding 3D content to maximise the quality of the final Blaze 3D output.

Clean geometry

  • It is very important that you create a valid model.  This means a mesh which is a physically feasible shape and all vertices are welded.  If a model is not valid, it is not possible to compress it and the model will fail at publish time.

  • The object normals must all be unified.  This means the faces should be facing the correct way on the model, an easy way to check this is to turn on back face culling in your 3D package.

  • If you use any Boolean operations then it is recommended that you clean up the extra vertices left behind from Boolean operations to make sure your model is as efficient as possible.

  • Triangles must not intersect each other. They must only meet other triangles along their shared edges.

Multiple part models

  • If you are creating a scene with more than one mesh, ensure that the meshes do not intersect each other. Scenes containing multiple meshes that intersect will show unwanted rendering artefacts where the intersection occurs.  This includes any animated objects.

  • Use a sensible hierarchy in your scene so that it is easier to find and trigger animations in Blaze 3D Studio.

Transforms

Before animating your model or importing into Blaze 3D Studio, ensure that all meshes have been ‘reset’ or ‘frozen’.  If this is not done then models will be seen in Blaze in their reset position, rather than with any scales, rotations or transformations you may have applied to them.  Once you have done this, you can animate using key frames, as usual.

UV Mapping

When applying texture maps to the model, ensure all model UVs are within the 0 to 1 range. Any UVs out of this range are likely to give unexpected results.  For this reason, it is recommended that you do not use tiled textures.
 
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