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Baytek Asset Refactor for Game Use

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The base goal is to reduce the overhead of each of the models while keeping them as close to their original appearance as possible.


Target Vertex Count 

  • As close to 20k as possible if not below.
    • Some more complicated models may require more vertices but it should be taken down as low as possible.



  • Origin set to back center of model (To make it as easy to align with walls as possible)
  • Export needs to contain as few meshes as possible 
    • Base mesh – The primary body of the game cabinet
    • Metallic mesh – all chrome items on a game
    • Transparent mesh – All glass on the games
    • Individual meshes for moving parts (Leavers, buttons, etc.)
      • These are so that they can be animated in engine and tied to in game events.
    • Emissive – Groups of lights should be a single mesh so that their actions can be set with an emission map.

This Example is from Skeeball which does not have glass or moving parts that affect gameplay so those categories are not here



  • 4 Materials Max
    • Main texture 2048×2048 px
  • Metallic (This will be common between machines and reused)
  • Emissive Material
  • Transparent


Clean Up Stages

1. Remove elements that are completely hidden.
There are tons of parts of the model that would not be seen at all during gameplay or are interior and would not be seen at all. Remove all of these.


2. Remove cutouts and screw holes.
These drawings were originally mechanical and have screw holes and cutouts for assembly that need to be removed.


3. Combine all metallic objects to single mesh.
This serves the purpose of allowing us to keep the metallic textures and have a single object with that material.

4. Remove unseen concave spaces.
Interior geometry that does not affect gameplay should be removed.


5. Simplify edge beveling by about 50% where applicable.


6. AFTER the proceeding steps check for unnecessary vertices with a “Merge Vertices by Distance” (value of .001m) or something similar to simplify geometry.

7. Clear any and all N-gons.

8. Begin merging meshes by material category listed in the Spec section until there are the minimum number possible.

Other Notes:

  • Use tools like decimate sparingly. They rarely produce clean geometry.
  • If items like screws or bolts make a significant cosmetic contribution to the look of a particular game include the screw heads in the metallic mesh.
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