Uploading 3D Models

Uploading 3D models to the Sayduck Platform is simple, either drag and drop your file(s) to the product page or click on Upload logo in Meshes.



We recommend you pack the 3D and texture files into a zip file or to a folder before uploading them.
More information our supported texture maps, check out Materials (PBR Maps).

Uploading & Processing

There is no hard upload limit, but in general the maximum upload size is 50MB per 3D file (which might contain multiple parts). Files over this threshold will not be processed correctly.

For optimally performance of the 3D viewer on web or Augmented Reality, we do recommend to keep each products under 10MB, including textures and all.

Merge meshes that use the same materials
10 geometries/meshes or less
200,000 polygons or less

Check out Optimizing 3D Models and Improving Viewer Performance!

As a reference, iPhones start having serious difficulties in AR for models over 500k polygons.

Import formats

.3ds
.3mf
.glTF (local, remote, embedded)
.glb
.fbx
.dae
.stl
obj (optimal import format)
obj+mtl
.zip

Meshes

Uploaded meshes will appear to your Meshes and to your Scene. You can also choose to add additional meshes or meshes that you have deleted back to the scene.

Drag & drop the mesh icon to the 3D viewer to add it to the Scene
Click the + icon inside the Scene to create a new Node



Upload Units

The Sayduck Platform uses meters (m) as our default upload unit.



You can confirm your model size by displaying 3D data dimensions.



Preparing 3D files for the Platform

Model Position

The 3D viewer will central to the object, but this is important for Augmented Reality. Products will not appear correctly on Web AR mode and exported USDZ if the product is not placed like this.

Model Position Center the model at World Space.

Model Orientation 0, 0, 0

Center the pivot point on the horizontal plane at the base of the model.
Make sure that the model is stationed on the horizontal plane, so that it doesn’t appear to float in the air or be underground.
Use -z for Y-up axis or -y for Z-up axis.



Triangulate mesh

The Platform automatically triangulates all uploaded 3D models. If you are experiencing issues with 3D data not uploading correctly, try triangulating before exporting (this issue have been noticed mainly in .obj upload).

Combining meshes

You should always aim to create your models so that you have only one mesh for each material.

You will have to do this in a 3D modelling software before uploading your product to the Sayduck Platform.

3ds Max

Edit Poly > Attach > Select mesh you wish to combine



Blender

You can merge multiple meshes together using a feature in Blender by default.

Simply select all the meshes you wish to merge, and hit CTRL+J to join them together.

UV Unwrapping

We recommend that UVs are packed inside the 1:1 UV space with no overlapping UVs.
Many 3D modelling software offers automatic UV unwrapping, but for clean results, this has to be
done manually.



You can use the UV Checker material in the Material Library to check your products UVs.



Ambient Occlusion

The Sayduck Platform uses grayscale Ambient Occlusion (AO) textures to add shadows to our products.



Ground shadows require a shadow plane mesh and an ambient occlusion map.
Check out Product shading (ambient occlusion) for more information!

Normals

Using one-sided faces is common in AR and other OpenGl, meaning that the other side is transparent.
If there are transparent parts or darker spots on your mesh, check its Normals.



In 3ds max the normals orientation are visible when selecting faces of the mesh.
You can easily invert them by Selecting desired faces>Right Click "Flip Normals" option.



In Maya inverting normals are displayed black by default and can be flipped by Mesh Display>Reverse



Smoothing groups

Smoothing groups are a way to make lower quality models look more detailed.
Find model too smooth or not well defined, check the smoothing groups.

In 3ds Max smoothing can be done by Modify>Smoothing Groups>Auto Smooth



In Maya smoothing can be done by Mesh Display>Set to Face and then Mesh Display>
Soften/Harden Edges

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