Last updated on January 1, 2025
This document contains the 3D modelling requirements expected by Holostep. The aim is to provide 3D modellers with clear and concrete guidance on the technical and visual aspects we require. Accurate, realistic modelling ensures the quality of our products and the customer experience.
Last updated on January 1, 2025
The model must match the reference photos.
The model is built to scale. The modeler must use the correct units of measurement to ensure that the model is built to the exact size of the real product.
The model has only as much geometry as is necessary
The model must match the reference photos.
The model is built to scale. The modeler must use the correct units of measurement to ensure that the model is built to the exact size of the real product.
The modeler maintained a good working file. Maintaining a version of the model file before the transformations have been frozen or the history has been deleted helps to prevent problems at a later date.
The mesh is quadrangulated, meaning it uses four-sided geometry. Quadrangulated geometry is better unless a required file format prefers triangulated (three-sided) geometry:
There are no black polygons on the model. Black polygons are a sign that something has gone wrong with the model, such as two faces overlapping or normals that need to be unlocked:
The edges of the model are beveled to smooth transitions, so there are no sharp edges.
The model consists of up to 100,000 tris
The model's polycount is as low as possible while maintaining all the details of the product.
Last updated on January 1, 2025
The textures are exported using a physics-based rendering (PBR) workflow.
The materials assigned to the geometry correspond to the product reference photos.
For each feature of the model, such as roughness, metallic and ambient occlusion, only one texture image is associated.
The texture files are kept as small as possible without degrading the appearance.
PNG files optimized for textures.
Texture files are 4096x4096px, because the final model will be compressed by our own algorithm
Texture Setup:
Ambient Occlusion Setup:
Alpha Color Material Setup:
Add a material to your model, named Base Color.
Add a second material slot to your model:
Name the second material to Alpha Color, and only assign elements to it that will be transparent:
Export as an .fbx file, and continue with the texturing inside Substance Painter:
Last updated on January 1, 2025
All the UV shells are mapped onto a single texture map.
All the UV shells are positioned in the 1:1 space.
None of the UV shells overlap.
The UV seams are placed on natural boundaries of the 3D model.
The UV shells were manually unwrapped using proper unwrapping techniques. Automatic unwrapping tools weren't used:
Last updated on January 1, 2025
All objects are merged into a single object.
All objects are merged into a single object.
All transformations are applied.
Normals are facing the right (outside) direction.
Only one material is assigned to the model unless otherwise required, such as for transparent textures.
The final file is in GLB format.
The origin of the product is at the centre of gravity of the product.