Vertex normals of faces are not blending into the direction of the adjacent face‘s normals. Shading of faces is calculated individually which results in visible facets.
Missing geometry is often due to creation software export settings or triangulation / polycount ratio. Faces seen through the hole might not show as they are facing outwards (backface culling).
Projected and stretched UV mapping causes distorted placement of textures on the object.
Unevenly lit textures or untileable images show repeating visible patterns.
Unified vertex normals share the same direction between adjacent faces. A surface appears smooth, even with low geometry resolution.
Object placement and orientation in a scene is based on its origin. Object parts position are relative to the internal origin position.
A model consists of multiple parts with seperate materials. To apply or change materials or parts, a proper object and naming structure is mandatory. Material channels need to be compatible with other softwares.
Low polygonal geometry is resource friendly and essential for realtime presentation. Quad-based modeling is ideal for custom UV unwrapping and additional subdivision of surfaces.
Textures represent material. Depending on use, images need to be tileable (without visual repetition) or high resolution. Surface appearance and detail (depth, structure) can be enhanced by additonal maps.
UV surfaces are laid out flat and relaxed like sewing patterns to display unstreched textures on organic objects,
Filetype | Platform | Use | Compatibility | Embedded Materials | Normals Support |
---|---|---|---|---|---|
DWG | Multi | Import / Export | High | - | - |
OBJ | Multi | Import / Export | High | - | |
FBX | Multi | Import / Export | High | ||
SKP | Sketchup | Planning / Visualization | Medium | ||
IFC | BIM | Planning | Medium | - | - |
GLB | webGL / VR / AR | Visualization | Low | ||
MAX | 3D Studio Max | Visualization | Low | - |