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Dynamic Accessory Models

Dynamic Accessory Models ​

Model Specifications: ​

  • Dynamic accessories must strictly adhere to the dressing specifications to allow free switching and matching of accessories from different parts. Dynamic accessories are divided into 7 positions: left hand, back, head, ear, face, hip, and shoulder.
  • Dynamic accessories do not need to match the slots of static accessories. Models should be created based on human body proportions, and require skeleton setup and binding.
  • Do not modify the body proportions.
  • Each dynamic accessory can support up to three material slots.
  • Materials do not support double-sided display. If double-sided display is needed, it must be achieved by duplicating the model.
  • Optimal performance is achieved within the following polygon count. Exceeding the limit will prevent upload.

    Dynamic Accessories
    Max Triangle Count6000

Model Tips: ​

  • During the model creation phase, refer to the original artwork or human body proportions to position the model correctly.

UV Specifications: ​

  • UVs should be independently split based on accessory parts (left hand, back accessory, head accessory, ear accessory, face accessory, hip, and shoulder).

  • UVs must be placed in the 1st quadrant, kept as complete as possible, and ensure sufficient border expansion.

  • Texture Specifications: ​

    • Dynamic accessory products use clothing materials. For details, refer to Clothing Materials.

    Texture Size: ​

    • Recommended size: 512*512
    • Texture size must not exceed 1024*1024.

Resource Organization: ​

Material Slots: ​

  • Material naming must comply with material slot specifications. Materials should be correctly assigned and named in 3D software like 3ds Max or Maya.
Dynamic AccessoriesSuit

WARNING

  • Incorrect naming may cause material display issues.
  • For example, if an accessory material is named "Body," it will be automatically recognized as a base model during upload, and the base model material cannot be changed.

Model Checks: ​

  • Ensure the DCC software unit setting is centimeters.
  • Check if the model coordinates are at the world center (0,0,0) and no scaling is applied.

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  • Check the resource list and delete unused models, empty groups, etc.
  • Check for incorrect double-sided faces, broken faces, broken vertices, and polygons with 5 or more sides.
  • Ensure the smoothing groups are set correctly.
  • Check the seams between different parts to ensure the vertex normals match the base model.
  • Verify that each part has a material assigned and the material is named correctly.
  • Check if the UV count is correct.

Completion: ​

  • Once the model and textures are completed, proceed with rigging or animation creation.