Scene Requirements

Scene Requirements

Please follow this instructions to achieve all hauzd scene requirements, read carefully each of the items, all of them are critical in the process.

General Criteria Rules 

- Making a model too low poly is as bad as making it too high poly. Make a balance between a correct Polycount/texture resolutions and Awesome quality.
- Scene Organization is critical for file sharing and understanding. Use the proper layers and proper naming, avoid "object1684".
- Final file should be a 2021 .max file archive containing all used textures.

Texture Atlas and Windows

 - Buildings/Structures with less than 5 floors should have physical windows frames.
 - Buildings/Structures with more than 5 floors should use a TEXTURE ATLAS.

Texture Atlas are bitmap files that should contain all required elements and sections into ONE SINGLE 1024x1024 OR 2048x2048 image file.

Sample Project Atlas texture
This particular texture contains around 10 types of windows with the glass and frames and many other elements. Organize yours as your requirements dictate. 



Bad Practices:
- Do not use simple black rectangles as frames
- Do not apply the default strong shadow under the rectangles
- Do not use a 100% solid background for the glass          


Good Practices:
- Use Highlights that matches the window frame profile
- Shadows and bevels should be clean and detail oriented
- Use of any baking Mesh→Texture technique is recommended
- Glass Background should have an opacity value of 30% - 80% according to the project´s visual style

About subdivisions

- First General Criteria Rule:
"Making a model too low poly is as bad as making it too high poly. Make a balance between a correct Polycount/texture resolutions and Awesome quality."


- Too low poly, shape is not well defined. 


- Too high poly, high amount of subdivision does not add more definition to the model. 


- Medium perfect. One extra subdivision would not hurt depending on the final camera distance. Always try to add the perfect amount of subdivisions.

About details

- First General Criteria Rule:
"Making a model too low poly is as bad as making it too high poly. Make a balance between a correct Polycount/texture resolutions and Awesome quality."
Polycount limitation should NOT be an excuse to deliver incomplete work or missing details.
You can download sample project and inspect it deeply, check also these screen captures to understand better the level of detail/quality required and see the polygons density in the scene.

 All the screenshots below have the option "Edged Faces" Enable so you can see the polygons

    
- Building is modeled in quads and final scene is using our libraries for foliage/cars





- Building has 16 floors, all windows should be simple planes using our texture atlas to add details



- There are some furniture and simple assets inside certain apartments to add "life" to the model, amenities and garden zone are also populated with low poly assets. 

Important requirements

- 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  




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