General
- Unit: cm.
- Maya coordinate system: Y up.
- Models' front direction: +Z in Maya ( -Y in 3ds Max).
- Models should be at the proper position relative to the origin (0,0,0).
Naming
- Each name must be unique, no duplicate names. Names must start with an alphabet letter and contain only alphanumeric and underscore characters.
- Keep name length within 128 characters.
- Use meaningful and descriptive names as possible.
Mesh
- The less meshes for a model the better. Make it a single mesh model if possible.
- No more than 100,000 triangles in a mesh.
- Use faces conservatively. Meshes are for the the overall shape and silhouette, use normal maps for surface details.
- Distribute meshes evenly unless there are special requirements (e.g, a close-up shot).
- Use only triangles or quads. Polygons with more than 4 edges can cause problems in conversion.
- Mesh scales must be (1,1,1). Execute "freeze transform" on meshes.
- Always delete histories except skin clusters and blend shapes. (non-deformer history)
- The minimum size of meshes with blend shapes can't be smaller than 3 cm.
- Each target shape must have an unique name in a skeletal asset, no matter how many Blend Shape Deformers this asset contains.
UV
- Meshes must contain UV sets.
- All static meshes must have light map UVs. It's usually in the 2nd UV set and must be in 0~1 UV space and without any overlapping.
Material
- Apply as few materials to a mesh as possible. Using a mask to separate different surfaces is better.
- Maya Stingray PBS shaders are suggested. Textures must follow PBR rules.
- Texture dimensions should be square powers of two.
- Texture dimensions should not excede 4096x4096.
- Check if all texture files exist.
- The maximum texture number that can be used on a single shader is 16.
Static Asset
- Contains at least one mesh.
- The transformations of static asset nodes must be reset.
- The Local Rotate/Scale Pivot of static asset nodes must be set to (0,0,0).
Skeletal Asset
- The transformations of the "Main" node must be reset.
- The Local Rotate/Scale Pivot of the "Main" node must be set to (0,0,0).
- The bind skeleton must include only joints in the hierarchy.
- All joints must be under one root joint.
- Scales of the "Main" node, joints and ikHandles must be (1,1,1).
- Use joints conservatively (UE4 supports up to 65536 joints).
- The top structure of a rig must follow the spec. It is generated with the "Skeletal Asset" tool.
- Contains at least one mesh.
- Apply smooth bind. Rigid skin is not supported by UE4.
- Meshes can only be skinned to joints under the BindSystem.
- Maximun of 8 bone weights per vertex. PhysX cloth supports 4 at most.
- “Segment Scale Compensate” must be on in all nodes under the “Bind System” group.
- Each mesh can only have one blend shape node applied.
- In-between blend shapes are not supported.
Collective Asset
- Only static assets can be included in a collective asset.