Before you upload 3D data to rooom, make sure you have all the necessary files. In this article you will learn how to prepare your 3D model for the upload.
If you already have 3D data, you can upload it directly to our platform. It should be noted that there are many different standards in the world of 3D content. Fortunately, with rooom you have a flexible partner at your side who can handle most formats well.
All models must be web-ready and suitable for our 3D platform as well as our internal post-processing scripts. We have the following requirements:
All 3D data must be provided in software-independent formats. The .glb file format is particularly well suited, as no separate materials have to be uploaded here. In general, the following formats are supported in our system: .glb, .gltf, .obj and .fbx.
Must contain a maximum of 100.000 polygons. Where a normal map can be avoided by using extra polygons e.g. for beveled edges it should be avoided. There should only be a single mesh for the main object with a single material.
Textures need to be in the PBR system (base color, metalness, roughness). All object parts must refer to a single texture layout. The distance between the UV-islands must be about 0.005 * texture resolution (i.e. 5px for 1024, 10px for 2048, ...) The islands must not overlap. The resolution should be at least 1k, maximum 8k, ideally 4k.
(only if the object will be edited in the rooom system later)
Our shaders allow for three materials to be changed at runtime, including their color. The three defining materials of the object should be marked by a material ID texture, with faces containing the first material being red, the second material being green and the third material being blue. This must be a texture and can not be handled by a colored material definition. If a certain material is essential for the visual impression of the object please provide it as a separate, seamless PBR-texture-set. Please note that we already have a variety of plastic, metal and wood textures in our system already. If you want to provide default colors for these interchangeable materials please include a text-file with the color's HEX-codes for each material ID.
Folders, data, texture output
Provide the Textures in the metalness/roughness model with separate textures for base color, normal, roughness and metalness. Please provide the metalness and roughness textures as two separate greyscale images and additionally as a combined RGB image with the roughness in the green channel and the metalness in the blue channel (red channel is black).
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