Gravity Realms

Reference · Developer guide

Materials & Performance

Textures, material channels and draft budgets.

Documentation reviewed October 25, 2026 · Public submissions closed

Personal Models

Nova Model Editor supports private drafts and automatic inventory readiness checks. Read Model Standards & Inventory for current size limits, feedback and the creation-to-placement workflow. Personal inventory is separate from marketplace review.

Materials And Performance

Use glTF metallic-roughness PBR. Base color and emissive use sRGB; normal, roughness, metalness and occlusion use linear data. Prefer opaque materials. Use alpha clipping only where needed, such as hair or genuine cutouts. Do not include custom shaders or external texture URLs.

Proposed launch targets, pending device profiling:

AssetProposed Budget
Garment20,000 triangles; 2 materials
Small Accessory5,000 triangles
Hair25,000 triangles; alpha-overdraw review
Texture2048-pixel maximum edge
Garment Package15 MB compressed target

Measure the combined outfit, not just individual pieces. Final outfit limits and LOD thresholds remain a launch prerequisite. Lower-detail meshes must preserve fit and silhouette.

Finishes are named material/color variants of one product. Include tint channels, texture assignments and preview images. The listing states whether every finish is included. Do not silently charge again for a color variation. Current assets already have finish mappings.

Generate stored image thumbnails during review. Public marketplace browsing must not load a 3D model per card. The private catalog uses prepared image previews. Public browsing should use stored thumbnails rather than loading a model for every card. Load a model only for deliberate try-on or detail preview.

Reusable World Assets

The wearable figures above are proposed launch targets. Personal models have separate enforced limits and recommended authoring practices in Model Standards & Inventory. Neither a technical ceiling nor a catalog exception is a recommended target for every asset. The linked personal-model guide displays the current centrally managed limits.

Measure triangles, rendered meshes, material combinations, estimated texture memory and download size separately. Include child models and referenced textures; mark missing measurements Unmeasured. Test repeated assets at their intended density with other scenery and avatars present. Shadows, reflections and transparency can multiply rendering work, so mesh count alone is not a complete draw-call measurement.

Reuse materials and textures, and combine compatible static pieces without removing independent animation, interaction, visibility or collision. Prefer opaque surfaces where appropriate. Inspect layered foliage and cutouts for overdraw; reducing triangles must not remove canopy coverage or damage the silhouette. Smaller downloads do not necessarily mean lower texture memory or lower rendering cost.

Expensive or repeated assets should have reviewed near, medium and far representations through a supported pipeline. Selected catalog assets have authored levels; Nova does not automatically produce them for every personal model. Selection should consider screen size and geometric error as well as distance. Inspect transitions, transparency and material appearance from multiple angles, and preserve collision behavior across visual levels.

Retain editable originals, versioned exports and file hashes. Revisions must preserve model identity, pivot, orientation, dimensions and existing saved placements, or include explicit compatibility handling. Never reset authored layouts to fit an optimized asset. Record before-and-after measurements, screenshots and affected live checks; geometry reductions alone do not establish an FPS gain.

Export troubleshooting

SymptomCheck first
Missing textureReopen the export with no access to your source folders; check embedding and local image references
Unexpected shineInspect roughness, metallic values and their texture color-space settings
Dark or inside-out surfacesInspect face normals, negative transforms and whether the material is intentionally double-sided
Flickering surfacesRemove overlapping coplanar faces rather than hiding the issue with transparency
Expensive hair or cutoutsCheck transparent overdraw, overlapping layers and the combined outfit

Format references

The Khronos glTF 2.0 specification defines the interchange format. A format-valid file is not automatically a Gravity Realms-compatible asset; platform-specific rig, permission and review requirements still apply.