ychen3129
Optimizing Geometry for Realtime
Updated: Apr 23, 2021
Optimized 3d Geometry requirements
· Avoid high polygon count
· Create proper uv maps for textures and lightmaps
· Verify that smoothing is correct
1 Naming conventions, restrictions, best practices
Importing files
Files are imported non-destructively.
(Any files that imported into the engine made a .uasset file)
Therefore, you can update your original file and easily reimport within the unreal engine

Unreal engine supports
FBX,OBJ,USD and datasmith 3d files
(FBX is most common type)
(Datasmith 3d files can be used for most 3d modeling package include 3ds Max, Cinema 4D, Revit and SketchUp Pro, IFC, Rhino 3D, solidworks and CATIA, Vred and Deltagent and other CAD/CAID formats, It can contain GEO, texture, materials, lights, animation and metadata information )
Naming restrictions
File names must be less than 260-characters in length (included in file path)
(keep the project files as close to the root as possible to avoid any issue with file paths)
File names cannot contain spaces or symbols
(use folders, naming it with common prefix/suffix, always keep it organized)
Tips: when doing asset migration, the files will maintain its file hierarchy
Example 1
T_Wood_D
Means Diffuse pass of Wood Texture
T_Wood_R
Means Roughness pass of Wood Texture
T_Wood_N
Means Normal pass of Wood Texture
2.Defining 3D geometry requirements
General Requirements
Keep models as low-poly as possible
Minimize the number of materials channels used per object
Avoid unnecessary tessellation
Use opaque geometry instead of masked materials
Example
When preparing the model
identify high poly part of the models see if you can simplify it
make sure smoothing and normal appear accurate.
No complex materials
Back face/unseen geometry should be remove
When import
Make sure all the uv map are properly created for all of the geometry
Uv map for material
UV map for lightmap

3 Identifying common 3d model issues.
Bad UVS
Always create proper uv for your Geo