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3D Modeling Standards

These standards were determined from surveys of over 1000 production artists that have in-
house 3D modeling staff, outsource 3D modeling, or use stock 3D. Then participating artists
applied these standards to stock 3D models.
Part of the standards development was education and discussion with artists on how to meet the
standards. Links in this document go to Knowledge Base articles with more thorough topic
discussions and how-to videos.
1. Topology
Topology needs for different industries vary, but the common denominator was quads. Industries
that prefer triangles (such as game development) can easily convert quads to triangles, while it is
much more difficult to go from triangles to quads. While ngons are acceptable for some
industries, it is not for others. All industries can use 3D models made of quads.
1.1 Quads and triangles only.
1.2 Mostly quads - The model must use quads as much as possible, with triangles only
where necessary to form sensible topology. A range of 10%-20% tris is sensible for
most models.
1.3 Clean edge flow.
2. Geometry
Artists in the study agreed on these “common sense” rules for clean geometry.
2.1 No isolated vertices.
2.2 No coincident vertices.
2.3 No coincident/coplanar faces.
2.4 Face normals point outward in appropriate direction for correct rendering, with no
normals incorrectly flipped.
3. Real-World Scale
3.1 Real-world scale within 1-3% - Model can use any units to achieve real-world scale.
3.2 Fantasy/original models – If the model does not have a real-world counterpart, the
model must use the size/scale of comparable objects in real life. Example: a mermaid
model must have the scale of a female character.
3.3 Exceedingly large/small objects - Models of objects that have a real-world scale at a
microscopic or astronomical level are excepted from having real-world scale.
Examples: amoeba, solar system.

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4. Position and Orientation
Position and orientation standards are important when the model is merged or imported into an
existing scene, a common practice in a production environment.
4.1 Base of model at or near 0,0,0 origin.
4.2 Entire model sits on or just above ground plane
4.3 Oriented to World up-axis - The obvious "up" side of the model must be pointing
toward the World up axis. In other words, the model must be right-side up when it is
opened or merged.
5. Transforms
Each 3D application has its own way of handling transforms, so this standard needed to be
somewhat software-specific.
5.1 Position and rotation transforms frozen/reset - This requirement does not apply to 3ds
Max.
5.2 3ds Max only: All objects at 100% scale at object level.
6. Naming and Organization
6.1 Descriptive and unique object names - Default object names must be changed to
meaningful names. For character rigs, a prefix or suffix must be added to bone names.
6.2 Model file includes only necessary objects - No extraneous helpers, shapes, splines, or
other unexpected objects not specifically needed for model functionality.
6.3 Includes a grouping or hierarchy for moving all objects in model together.
7. Textures and Materials
The manner in which textures are named and packaged was found to impact perceptions of 3D
model quality.
7.1 Textures applied where appropriate.
7.2 Texture files and nodes named descriptively.
7.3 No inapplicable texture paths referenced by model.
8. UV Mapping
One of the most common needs expressed by production artists was easy editing or replacement
of textures applied to the model. Such editing is dependent on clean UV mapping.
8.1 No obvious texture stretching.
8.2 Seams hidden in less visible areas of model.
8.3 Characters must have unwrapped, non-overlapping UVs. This includes people,
animals, aliens, fantasy characters, and their attire. Production artists want to be able to
easily add non-symmetrical details such as tattoos, pockets, scuff marks.

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9. Presentation
Perceptions of quality are greatly impacted by 3D model presentation.
9.1 Rendered Preview Images – Rendering(s) at 1200 x 1200 resolution or above, showing
model aesthetically/photorealistically.
9.2 Wireframe Image(s) at 1200 x 1200 resolution or above clearly showing model
topology and detail.
9.3 Turntable – Rendered at 1200 x 1200 resolution or above showing entire model in 360-
degree rotation.
9.4 Model information – Polygon count, vertex count, type of mapping (UV, Unwrapped,
non-overlapping).
9.4.1 If unwrapped mapping is used, include screenshot of unwrapped mesh over
texture.
9.4.2 Include information on texture resolutions, and whether more than one set is
supplied at different resolution.
9.4.3 Specify whether third-party renderer or other plug-ins are required.

Additional Information
This standard was adapted for use as the CheckMate Pro standard at TurboSquid. The Case
Study was done with models that meet this standard.
TurboSquid 3D Modeling Series – Knowledge Base articles published during standards research
to inform artists participating in the study, and to gain feedback on their usability.
Discussion of ngons on the TurboSquid blog. There were many discussions of standards on our
blog and in our private artists’ forum over the course of developing the standards; the example
given here had one of the liveliest discussions.
Video clip of 3D Modeling Standards talk on August 7, 2011 at SIGGRAPH 2011 in Vancouver,
Canada.

Contact:
Michele Bousquet: mbousquet@turbosquid.com

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