SwiftXR Documentation
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  1. ๐ŸŽฎ 3D Content Creation
  2. Specifications

Web3D Detailed Cheat Sheet

This is a detailed guide sheet on the requirement and specification for creating, optimizing and uploading 3D models to the SwiftXR's web hub.

Item

Count

Description

1

Tris Count

< 200,000

Lower triangle count generally improve performance, although itโ€™s not the only factor that determines file size. Use what is reasonable and necessary to model the required detail and quality.

2

Number of Mesh Parts

< 15

Fewer mesh parts (objects) can lead to fewer draw calls, improving performance. Combine meshes where materials and logic allow.

3

Number of Materials

(Textures)

< 20

Prioritise baked textures and image textures over complex procedural node setups for performance and compatibility.

Aim to use texture maps/atlases where possible (multiple details on one texture set applied to one material). This can be used on multiple mesh parts.

4

File Size

< 30 MB

Strive for smaller file sizes for faster upload times and performance on the website. Aim to balance high-quality models with lowest possible file size.

5

Recommended Modelling Tools

Blender, Maya, etc.

Choose software that supports efficient modelling and GLB/glTF export.

6

Modelling Best Practices

Efficient & Clean

An important analysis of the object to be modelled is a priority. Delete unseen geometry. Ensure clean topology. Check and unify normals (face outwards).

7

Recommended Texturing Tools

Photoshop

Substance Painter

Photoshop to create and edit textures. Photoshop is also good for creating textures for the resolution quality you want.

Substance Painter is handy for complex textures and texture maps.

8

Texture Resolution/Dimensions

Powers of two (e.g., 512x512, 1024x1024, 2048x2048)

Use power-of-two dimensions for textures for better compatibility and performance. Max 2K (2048px) is often a good balance for quality and size; use 1K or lower if possible.

9

UV Unwrapping

N/A (it's a process)

Ensure clean, non-overlapping UVs. Maximise UV space usage to retain texture detail (Texel density)

10

Recommended Export Format

GLB or glTF

GLB is generally preferred for SwiftXR as it bundles textures, animation and geometry data into a single file, and is optimised for web/real-time use.

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Last updated 3 days ago

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