Optimizing your 3D assets and the mesh structure will help you to avoid upload and publish issues. This will also improve the performance and reduce the data of your product.
These issues mainly occur on CAD models.
Model uploaded with no layers
We have a maximum mesh count limit per upload. When uploading files with more than 25 meshes, the meshes will be either combined into a single mesh or the upload will fail.
To avoid this, you need to combine group layers into single meshes or export model in separate files. Always aim to have the least amount of meshes and materials for optimal performance.
Welding duplicate or stacked vertices will is a quick way to reduce mesh data and improve product performance.
Fusion 360 – Design > Form > Modify > Weld Vertices
Rhino – Mesh > Mesh Edit Tools > Weld
Cinema 4D – Mesh > Commands > Optimize
3ds Max – Edit Poly > Select all vertices > Edit Vertices > Weld > 0,001cm
Blender – Edit mode, select Mesh > Clean Up > Merge by distance
Remove meshes that are not visible
You should remove every mesh that are not visible. This can be done either in a 3D modelling software or in the Sayduck Platform.
Remove faces that are not visible
Using one-sided faces is common in AR and other OpenGl because it reduces data consumption. This allows you to use the removed data to increase your products outer quality or strictly improve the performance of the 3D viewer.
Texture does not look correct
When your uploaded textures do not work correct, enable the UV map editor setting. This setting will apply a clear texture on your model and will help you understand the issue. When the UV maps are unwrapped correctly the pattern will be the same size through out your model with no clear displacements.
Pack UV maps to 1:1 UV space
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. This is a common issue in CAD models.
For more information, check out UV Mapping.
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.
3ds max – Selecting desired faces>Right Click “Flip Normals” option
Maya – Mesh Display>Reverse
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.
3ds Max – Modify>Smoothing Groups>Auto Smooth
Maya – Mesh Display>Set to Face | Soften/Harden Edges
Product AR issues
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.
Custom AR assets
If the AR asset generated on publish have issues, you can use the Custom AR assets to upload you own working USDZ / GLB assets.
Updated on: 17 / 06 / 2021