- Use quads when modeling, hauzd uses tris as a final model state, but for the sake of extra modifications and further editability, all original models should be created using quads.
- Avoid double faces that could cause Z-fighting.
- Units must be in METERS, all other unit convention are invalid.
- Inside 3ds Max, Texture names, Object names and prefixes should NOT use special characters, only UTF-8 Basic Latin
- Check face normal directions and apply smoothing groups wherever possible/coherent.
- Create all details that you see in the architecture documentation, trees, foliage, street elements, decoration elements... Use your own criteria to balance between polycount and amount of detail.
- Materials should be Standard Material (3ds max 2019 and below) or Standard (Legacy) (3ds max 2020 and newer). Do not use vray, corona, substance or any other type of material conventions.
- ALL bitmap textures should be using the power of 2 criteria : 64x64, 128x128, x256x256, 512x512, 1024x1024 and 2048x2048 max. Do not use any other size or proportions.
- Tileable textures should be 512x512 or less
- Atlas textures can use 1024x1024, choose 2048x2048 carefully (it should contain at least 32 types of textures)
- No individual object should have + 10.000 tris
- Attach similar objects nearby (for example, a group of nearby trees, a group of nearby cars...), should follow the same rule above
- The Total Scene polycount should be under 250.000 tris.
- Windows have to be separated from the rest of the structure and grouped in one poly/mesh per apartment (you'll see the apartments separated when we send the complete documentation).
- Windows have to be created as simple planes, frames and windows details should be created using a texture atlas. Usually we include lots of types of windows in one texture and place them with UVW unwrap. The texture should be a png with transparency and should be using the same .png map in diffuse input and the opacity input of the material.
- Do not mirror geometry using transform value, doing that will create negative scale transforms. All mirrors should be geometry based.
- Be careful when placing objects, avoid floating objects (unless the objects are really floating). Avoid overlapping objects with walls or any other objects.
- Be careful when scaling objects, avoid using unrealistic scales (giant decoration objects, small beds...)
- Layer Containing all final objects that will be used in hauzd should be named EXPORT
- Layer Containing all documentation/cad should be named REFERENCE
- Layer containing all UNUSED libraries should be named LIBRARIES and should be outside of EXPORT layer