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3D Modelling Guidelines

Instructions for Modelers

  • Any 3D modelling software can be used to create the models but the accepted file formats are .blend, .max and .glb 

  • Upload File names must match exactly with the model ID displayed in the website. (example: PXM_ORE_ty45ld78)

  • Maximum polycount(Tris) allowed to create any type of 3d model: 1, 00, 000 triangles

  • Keep the model in the center and align the base of the model with the ground plane.

  • Front axis should be +Y for every model.

  • Freeze/apply transforms before exporting the model.

  • Normals should be facing outside. Flip respective normals if necessary.

List of accepted workflows and formats

  • (.blend) Blender for modelling and texturing

  • (.max) 3ds Max for modelling and texturing

  • (.glb) Any 3D modelling software for modelling and Substance Painter for Texturing(3d model must be UV Mapped inside one single tile)

Working with Blender(.blend)

Setting up Bounding box

1. Move the default cube along the z axis by 1 meter to align it with the ground plane as shown below.

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            2. Apply the location by select the cube, press Ctrl+A and click on apply location.

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3. Select the default cube and press N to open item properties and enter product dimensions as mentioned in the model info. This bounding box must be used as a reference size and the model must be created within this bounding box. 

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Checklist list for Blender Upload

New job

1. In viewport overlays turn on face orientation and ensure that all faces are displayed in blue like shown below. Objects displayed in red must be flipped back by pressing Shift+N or Ctrl+Shift+N.

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2. After finishing the model, select all required objects and apply All Transforms as shown below. Apply modifiers if necessary.

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3. Upon finishing texturing, delete all reference planes, bounding boxes and unnecessary objects from the scene. The scene must have only one collection with all the necessary objects in it.

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4. After finishing the modelling and texturing part of the model. Pack all the textures to the file by checking Automatically Pack into .blend as shown below.

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Your .blend file is ready for upload. You are required to submit only the .blend with all textures packed to it. 

2. Working with 3ds Max(.max)

  1. Use the dimensions specified in the model info text file. The model must be done within that dimension.

  2. Delete all reference planes after completing the model

  3. Change the render engine to VRay when saving the final model.

  4. Refraction to be used only for glass. Translucency should be used for leaves.

  5. All textures and the 3ds max file should be placed inside a single folder.

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6. After finishing the modelling and texturing, the 3ds Max file must be archived as shown below.

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Submission

7. You will get a .zip after archiving.

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You .zip file is ready for upload. You are required to upload only the .zip file from 3ds Max archiving. 

3. Working with Adobe Substance 3D Painter(.glb)


1. Use any 3D modelling software to create the 3D model. In this guide, we will be showing the Blender to Substance Painter workflow and how it can be applied to any 3D workflow.

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 2. After finishing the model, apply/freeze transforms before proceeding to unwrapping the model.

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3. Go through all the objects in the scene and remove all materials in the blender file. Or, all objects in the scene can share one single material.

(Note: Having multiple materials will create multiple texture sets inside Substance Painter. If there is an object which requires glass material, all objects should have one material except the glass object and the glass object must have another material.)

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4. All objects in the scene should be unwrapped and packed into a single UV tile. Do not use UDIMs.

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5. Export necessary objects as .fbx

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6. Import .fbx inside Substance Painter and refer to the settings shown below. Change the template, resolution and import setting as shown below. Make sure that the Use UV Tile workflow is unchecked.

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7. Press Ctrl+Shift+B to open the baking window and click on Bake selected textures.

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8. After finishing the texturing part of the model, export the model by pressing Ctrl+Shift+E. While exporting, select the Output template as glTF PBR Metal Roughness.

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9. You will get a list of files after exporting and you are required to upload only the .glb file.

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Your .glb file is ready for upload. 

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