Unity Best Practice
❤️ Maya Scale is In CM’s
❤️ Always check .fbx import scale settings
❤️ Use a white cube to measure scale – The cube is 1 meter real scale.
❤️ Naming Conventions
❤️ Limit Polygons where possible
❤️ Space polygons evenly
❤️ Avoid Long Thin Triangles
❤️ power of 2 I.e – 512×512 or 256×1024 (2048×2048 is the largest)
❤️ Use high res .psd files as unity will compress
❤️ Use .png or .tga images
❤️ group similar textures together
❤️ create a uniform image
❤️ Only diffuse colour, diffuse texture and names are supported *
* You must store Textures in a folder called , placed inside the folder (next to the exported Mesh) within your Unity Project. This enables the Unity Editor to find the Textures and connect them to the generated Materials.
❤️ Use a single skin mesh
❤️ Use as few materials as possible
❤️ Use as few ones as possible
❤️ Polycount 300-1500 for mobile, 1500 – 4000 for desktop
❤️ Keep forward and reverse kinematics separate
When animations are imported, a model’s inverse kinematic (IK) nodes are baked into forward (FK) and as a result, Unity doesn’t need the IK nodes at all. However, if they are left in the model then they will have a CPU overhead even though they don’t affect the animation. You can delete
the redundant IK nodes in Unity or in the modeling tool, according to your preference. Ideally, you should keep separate IK and FK hierarchies during modeling to make it easier to remove the IK nodes when necessary.
Pluralsight Maya Modelling essentials 2019