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Model Capabilities & Requirements

This section will explain the capabilities and the limitations when it comes to polycounts and texture sizes.

Texture Requirements

The glTF format supports the following textures for the Metallic-Roughness PBR model:
  1. Base Color
  2. Metallic
  3. Roughness
  4. Normal
  5. Ambient Occlusion
  6. Emission
We can handle all of these textues however, it is not a requirement to have all of them.

Recommended Model limits

The overall performance of assets depends on setting constraints and making tradeoffs between vertices, materials, texture resolution, mesh per material, and other factors. Use the following guidelines to optimize what works best for your assets.
  1. polycount : The recommended limit is 15 000 quad/ 30 000 triangles per shoe model, but targeting the lowest number will maintain high performance.
  2. Number of materials: The recommended limit is 5 materials for one mesh or 5 separated mesh with one material.Target the lowest number possible to keep the asset performing well.
  3. Mesh per material: 1 (ideal), 5 maximum
  4. Max texture resolution: 2048 × 2048
  5. UV: 1 UV per mesh (hard limit) , no UDIM supported
  6. Model size: 10 mo targeted for a glb with textures (larger models may result slow downloads creating a poor user experience)
The above was adapted from Google’s reccomended requirements for their scene viewer

Textures formats

maps: PNG-8bits and JPG 8bits are preferred when there is no transparency to reduce size. Color space: sRGB
The above was taken from Google’s reccomended requirements for their scene viewer
Substance painter (general recommandations) : Please setup your substance painter file in OpenGl normal mode when you start a new project. 2048×2048 if you export in a lower format is the maximum supported for materials, 1024×1024 prefered for small materials.
AO : use Substance “bake all maps” to quickly get an ambient occlusion channel, and set the antialiasing to 4x
Substance painter export for metav.rs viewer : please choose Sparks AR preset for export. you only need 3 maps : diffuse, ORM, and normal map.
Importing maps in Blender
To connect properly an ORM map inside blender, remember that ORM (Occlusion Roughness Metallic)=RGB. Please add a separate RGB node and reconnect on the good channels. (green=roughness, blue=metalness) you don’t need to connect Red channel for AO, our script will do it directly inside the viewer.
Substance painter for AR export : please load your ambient occlusion map at the top layer, opacity 50%, in multiply mode. it will mix AO and diffuse (mandatory for AR) instead of our viewer wich use a separate uv channel for AO

Files formats excepected

  • Blender scene : file in full quality. For shaders please use only principled bsdf. For maps you should export in png from substance, because maps will be compressed or converted to jpeg during glb/usdz export process.
  • substance painter file in full quality
  • glb file
Docusaurus process