Best practices (speed and performance)

Optimizing your 3D and texture assets will help you to avoid upload and publish issues as well as improve the performance and reduce the data of your product.

Combine meshes/layers that share materials

As a basic guideline, you should never have more meshes than materials. For example, a Sofa should only have 2 meshes - fabric and leg. A table, it might only have 1 mesh - wood.

This will not only reduce the amount of assets, but it also improves your workflow within Sayduck Platform.

Weld stacked vertices

Welding duplicate or stacked vertices will is a quick way to reduce mesh data and improve product performance.

Fusion 360 - Design > Form > Modify > Weld Vertices
https://knowledge.autodesk.com/community/screencast/48475950-e077-4a87-948b-085e8765558d

Rhino - Mesh > Mesh Edit Tools > Weld
http://docs.mcneel.com/rhino/5/help/en-us/commands/weld.htm

Cinema 4D - Mesh > Commands > Optimize

3ds Max - Edit Poly > Select all vertices > Edit Vertices > Weld > 0,001cm


Blender - Edit mode, select Mesh > Clean Up > Merge by distance


Remove meshes/layers that are not visible

You should remove every mesh that are not visible. This can be done either in a 3D modelling software or in the Sayduck Platform.

Remove faces that are not visible

Using one-sided faces is common in AR and other OpenGl because it reduces data consumption. This allows you to use the removed data to increase your products outer quality or strictly improve the performance of the 3D viewer.

Materials & textures

Because of the Draco compression most of your product data will be on textures. This is why you should always avoid using textures carelessly since it might add double or triple your product data without adding anything.

Material values

Material values found in the material selection will not add any data to your product. You should always choose to use them instead of textures when possible.



Using Texture files

When using Textures, we recommended using minimal resolution for optimal result. In most cases, using 2048 px texture is not worth the data.

We primarily use:

1024 px for baked textures
512 px for tiled textures

Tiled textures over baked textures

When it comes to web 3D, it is important to create product with minimal data possible. This is why the Sayduck Platform emphases the use of seamless tileable texture. They allow you to retain the quality of a 4096 px texture with the data requirements of a 512 px texture.

Here you can see examples of 2048x2048px (6.18MB) and 512x512px (183KB) texture.



Tiling

Tiling allows you to repeat the texture vertically and horizontally numerous times, which can be used to simulate the same result than a 4096x4096px resolution texture by using only 512x512px of it.



Unwrap and pack UV maps to same 1:1 UV space

To use tiled textures globally, you should:

pack all your model UVs inside the same 1:1 UV space with no overlapping UVs
check that the UVs match product seams


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