Integrating Art Assets into Game Engines (Unity/Unreal)
Integrating Art Assets into Game Engines (Unity/Unreal)
Integrating art assets into game engines transforms visual designs into functional game elements. This process involves preparing 2D/3D models, textures, animations, and effects for compatibility with tools like Unity and Unreal Engine—platforms collectively powering over 70% of commercial games. Whether you’re creating environments, characters, or UI elements, seamless integration determines how your art performs in real-time applications. This resource explains the technical workflows required to bridge artistic vision and engine functionality, focusing on skills directly applicable to careers in online game development.
You’ll learn industry-standard methods for exporting assets from software like Blender or Photoshop, importing them into Unity or Unreal, and optimizing for performance without sacrificing quality. The guide breaks down critical stages: configuring UV maps and materials, setting up LODs (Levels of Detail), implementing collision physics, and troubleshooting common rendering issues. Comparisons between Unity’s user-friendly interface and Unreal’s node-based material system clarify how engine choice impacts your workflow.
For online game art design students, this knowledge is non-negotiable. Technical proficiency in asset integration separates concept artists from game-ready artists—a distinction employers prioritize. Misaligned pivots, unoptimized textures, or incorrect scaling can break gameplay experiences, delay projects, and reduce portfolio competitiveness. By mastering these processes, you ensure your designs function as intended across devices, meet performance benchmarks, and align with team pipelines—core expectations in remote game development roles.
Fundamentals of Game-Ready Art Assets
Your art assets must meet technical standards to function in game engines. Ignoring these requirements causes performance issues, visual errors, or complete engine rejection of files. This section breaks down the non-negotiable rules for 3D models, 2D sprites, textures, and geometry complexity across platforms.
3D Models vs. 2D Sprites: Format Comparisons
3D models use polygonal meshes for depth and require specific file formats to preserve data:
- Use
FBX
orOBJ
for static geometry - Use
FBX
with baked animations for characters - Export rigged characters with skin weights in
FBX 2018+
for Unreal orFBX 2013
for Unity
2D sprites rely on pixel-perfect raster graphics:
- Save UI elements as
PNG
with transparency channels - Use
TGA
for sprites requiring alpha blending - Animated sprites require
PNG
sequences or sprite sheets with XML/JSON metadata
Critical differences:
- 3D models need UV unwrapping for textures; sprites don’t
- Sprites require pivot point alignment for rotation anchors
- 3D files must include LOD (Level of Detail) groups; sprites use resolution scaling
Texture Maps and Material Specifications
Game engines process textures through material systems. Use these map types:
- Albedo/Diffuse: RGB color data (no lighting/shadow information)
- Normal: Simulates surface detail without geometry (RGB channels)
- Roughness/Metallic: Grayscale values controlling reflectivity
- Emissive: Self-illuminating areas (HDR for glow effects)
Technical requirements:
- All textures must be power-of-two dimensions (512x512, 1024x1024)
- Use 16-bit color depth for normal maps, 8-bit for albedo
- Set sRGB mode to “Off” for roughness/metallic maps
- Compress textures using BC7 (Unreal) or ASTC (Unity mobile)
Material setup:
- Unreal uses Material Editor nodes; Unity uses Shader Graph
- Keep material slots under 3 per mesh to avoid draw call spikes
- Assign texture sampling to “Clamp” mode for decals/UI
Polycount Limits: Mobile vs. PC/Console Standards
Mobile platforms (Android/iOS):
- Main characters: 10,000-15,000 triangles
- Environment props: 500-1,500 triangles
- Total scene budget: 50,000-100,000 triangles
PC/Consoles:
- Main characters: 50,000-100,000 triangles
- Environment props: 5,000-10,000 triangles
- Total scene budget: 2,000,000-5,000,000 triangles
Optimization rules:
- Use LODs to reduce polycount at distance:
- LOD0 (closest): 100% detail
- LOD1: 50% triangles
- LOD2: 25% triangles
- Avoid n-gons (polygons with 5+ edges); use triangles or quads
- Weld vertices to prevent duplicate points
- Triangulate all meshes before export—engines convert quads to triangles anyway
Topology tips:
- Model curved surfaces with edge loops instead of dense subdivisions
- Apply smoothing groups instead of adding geometry for round edges
- Use normal maps to fake geometry details on low-poly models
Performance checks:
- Run static mesh analysis in Unreal’s Mesh Editor
- Use Unity’s Frame Debugger to identify overdraw from dense geometry
- Test mobile builds at 30 FPS minimum on mid-range devices
Preparing Assets for Engine Integration
Proper asset preparation determines how efficiently your game art integrates with engines like Unity or Unreal. Skipping this stage leads to wasted time fixing avoidable issues during implementation. Focus on three core areas to avoid rework and maintain performance standards.
UV Unwrapping and Texture Baking Best Practices
UV unwrapping defines how 3D surfaces receive textures. Poor UV layouts create visible seams, stretched pixels, or inefficient texture space usage. Follow these rules:
- Minimize seams by placing cuts in less visible areas like undersides or natural edges
- Maintain consistent texel density across all model parts to prevent texture resolution mismatches
- Use grid snapping and straighten UV islands to reduce texture sampling errors
- Pack UVs tightly with 2-4 pixels of padding between islands to prevent bleeding
Texture baking transfers details from high-poly models to low-poly game assets. Standard workflow:
- Match high-poly and low-poly mesh topology in the same scene
- Bake normals/ambient occlusion/curvature maps at 4K resolution minimum
- Inspect baked maps for artifacts like light leaks or distorted shadows
- Use 16-bit EXR files for HDR workflows or 8-bit PNG/TGA for standard textures
- Test all baked maps in-engine with neutral lighting before finalizing
Export UV layouts as reference images for texture artists. Name these files clearly, like prop_rock_UV.png
.
File Naming Conventions and Folder Structures
Consistent naming and organization prevent asset conflicts and version chaos. Apply these rules to all files:
Naming formatProjectName_AssetType_AssetName_Variant_01.extension
Example: DungeonHero_CH_HumanWarrior_Helmet_01.fbx
- Use PascalCase or snake_case for readability
- Never use spaces or special characters except underscores
- Include version numbers for iterative work
Folder structure
Organize assets by both function and type:
ArtSource/
├─ Characters/
│ ├─ Hero/
│ │ ├─ Meshes/
│ │ ├─ Textures/
│ │ ├─ Animations/
├─ Environment/
│ ├─ Dungeon/
│ │ ├─ Props/
│ │ ├─ Modulars/
│ │ ├─ Materials/
- Keep raw source files (.psd, .blend) separate from engine-ready exports
- Use
_OLD
or_ARCHIVE
folders instead of deleting unused assets - Mirror this structure in your game engine’s content browser
Pre-Export Checks in Modeling Software
Verify these settings before exporting models:
Scale and Units
- Confirm all assets use metric units (meters)
- Set scene scale to 1 unit = 1 meter
- Reset transforms and freeze scale/rotation
Geometry
- Remove non-manifold geometry and overlapping vertices
- Delete hidden/unused objects from the scene
- Triangulate meshes if targeting mobile platforms
- Check polygon counts against project LOD specifications
UVs and Materials
- Ensure no UV islands extend beyond 0-1 space
- Delete empty UV channels
- Assign unique material names matching engine shaders
- Convert procedural materials to texture-based where possible
Export Settings
- FBX format: Use ASCII for debugging, Binary for final exports
- Enable smoothing groups and tangent space calculation
- Embed textures if required by your engine pipeline
- Run a test import on dummy assets before batch exporting
Finalize with an export checklist printed or saved as a text file. Update it as you encounter new issues during engine testing.
Step-by-Step Asset Import Process
This section provides direct instructions for importing 3D assets into Unity and Unreal Engine, including material setup, import methods, and performance-critical adjustments. Follow these workflows to ensure your art assets function correctly in each engine.
Unity: FBX Import Settings and Material Setup
Importing FBX Files
- Drag your FBX file into Unity’s Project window or use
Assets > Import New Asset
. - Select the imported asset to view settings in the Inspector.
- Drag your FBX file into Unity’s Project window or use
Configuring FBX Import Settings
- Meshes:
- Set
Mesh Compression
to Low/Medium for most projects to reduce file size without visible quality loss. - Enable
Read/Write Enabled
only if modifying the mesh at runtime.
- Set
- Normals & Tangents:
- Keep
Normals
set to Import for pre-baked lighting. Use Calculate for custom shading. - Enable
Tangents
if using normal maps.
- Keep
- Materials:
- Choose
Import Materials
to preserve textures and shaders from your 3D software. - Use
Use External Materials (Legacy)
if reusing existing Unity materials.
- Choose
- Meshes:
Material Assignment
- If materials don’t auto-apply, create new ones in Unity:
- Right-click in the Project window >
Create > Material
. - Assign textures (Albedo, Normal, Metallic) via drag-and-drop.
- Right-click in the Project window >
- Adjust shader settings (e.g.,
Standard
,HDRP/Lit
) to match your project’s rendering pipeline.
- If materials don’t auto-apply, create new ones in Unity:
Final Checks
- Verify UV maps display correctly in the Scene view.
- Test animations using the Animation window if rigged.
Unreal Engine: Datasmith vs. Manual Import Methods
Datasmith Workflow
- Use Datasmith for importing complex scenes from 3DS Max, Maya, or Blender.
- Steps:
- Install the Datasmith exporter plugin in your 3D software.
- Export the scene as a
.udatasmith
file. - Drag the file into Unreal’s Content Browser.
- Datasmith preserves material hierarchies, lighting, and camera placements.
Manual FBX Import
- Import via
File > Import to Level
or drag FBX into the Content Browser. - Adjust settings in the FBX Import Options window:
- Mesh:
- Enable
Combine Meshes
to merge multiple objects into one actor.
- Enable
- Materials:
- Check
Import Materials
andImport Textures
to auto-generate materials.
- Check
- Transform:
- Set
Convert Scene Unit
to match your 3D software’s scale (e.g., Centimeters for Maya).
- Set
- Mesh:
When to Use Each Method
- Datasmith: Best for large scenes with complex material networks or CAD data.
- Manual: Faster for single assets or projects without Datasmith-compatible software.
Post-Import Adjustments: Collision and LODs
Collision Setup
- Unity:
- Add colliders manually: Attach
Mesh Collider
components for accurate collision (performance-heavy). - For simple shapes, use primitive colliders (
Box
,Sphere
) viaAdd Component > Physics
.
- Add colliders manually: Attach
- Unreal Engine:
- Auto-generate collision in the Static Mesh Editor: Select
Collision > Auto Convex Collision
. - Edit collision primitives manually with
Add Box/Sphere/Capsule
in the same menu.
- Auto-generate collision in the Static Mesh Editor: Select
Level of Detail (LODs)
- Unity:
- Select the mesh and open the Model tab in the Inspector.
- Under
LOD Settings
, set the number of LODs and screen-height thresholds. - Generate reduced-poly meshes manually or use third-party tools.
- Add an
LOD Group
component to the GameObject for dynamic switching.
- Unreal Engine:
- Open the Static Mesh asset and navigate to
LOD Settings
. - Use
Auto LOD
to generate simplified meshes or import custom LODs. - Adjust
Screen Size
values to control when each LOD becomes active.
- Open the Static Mesh asset and navigate to
Optimization Tips
- Limit LODs to 3-4 levels for most assets.
- Use
Complex Collision As Simple
in Unreal to improve physics performance. - Test collision bounds in both engines using debug visualizations (Unity:
Gizmos > Colliders
; Unreal:Show > Collision
).
Performance Optimization Techniques
Balancing visual fidelity with performance demands requires strategic asset management. This section covers three core methods to reduce hardware strain without compromising your game’s aesthetic integrity.
Texture Compression Formats Comparison
Texture compression reduces memory usage and improves rendering speed by shrinking texture file sizes. Choosing the right format depends on your target platform and visual requirements:
- ASTC (Adaptive Scalable Texture Compression): Works well for mobile and desktop. Offers flexible block sizes (e.g.,
ASTC 6x6
for UI,ASTC 4x4
for high-detail surfaces). - ETC2/EAC: Required for Android devices supporting OpenGL ES 3.0. Supports alpha channels but has visible artifacts on gradients.
- BC6H/BC7: Ideal for Unreal Engine projects on PC/consoles. BC6H handles HDR textures, while BC7 preserves sharp details in RGB/RGBA maps.
- PVRTC: iOS-specific format with moderate quality. Use
PVRTC 4-bit
for faster load times in 2D games.
Unity automatically applies platform-appropriate compression when importing textures. Override defaults in the Texture Import settings for specific needs, like assigning BC7
for high-end PC textures. In Unreal, set compression rules in the Texture Editor or use per-texture overrides.
Always test compressed textures on target hardware—artifacts like color banding or blurring may require adjusting compression ratios or splitting alpha channels into separate textures.
Level of Detail (LOD) System Configuration
LOD systems swap high-poly models with simpler versions as objects move away from the camera, reducing GPU workload.
- Distance thresholds: Define how many LOD levels a model uses and the distances at which they switch. Start with 3–4 LODs for complex assets like characters.
- Vertex count reduction: Aim for a 50% triangle reduction per LOD level. For example, a 10,000-triangle base model might drop to 5,000 at LOD1 and 2,500 at LOD2.
- Auto-LOD generation: Use Unity’s
LOD Group
component with theSimplify Mesh
tool or Unreal’sAuto LOD
to generate lower-detail models. Manually refine auto-generated LODs to fix visual glitches.
Bake LODs for static meshes like foliage or buildings to avoid runtime calculations. For skinned meshes (e.g., animated characters), test LOD transitions during animations to prevent abrupt model changes.
Set LOD bias in quality settings to force lower-detail models on less powerful devices.
Occlusion Culling Implementation
Occlusion culling prevents rendering objects hidden behind walls or other geometry. Use two types:
- Frustum culling: Built into all game engines. Removes objects outside the camera’s view.
- Occlusion culling: Disables rendering for objects obscured by closer geometry.
Unity uses Umbra for occlusion culling. Enable it in the Occlusion Culling
window, then bake data for static scenes. For dynamic objects, mark them as Occludee Static
. Adjust Smallest Occluder
to control how small objects can block visibility.
In Unreal, enable Occlusion Culling
in the project settings. Use Precomputed Visibility
volumes for static environments or runtime Dynamic Occlusion
for open worlds.
Optimize manually by:
- Placing
Occlusion Planes
in narrow corridors - Splitting large scenes into zones with portals
- Avoiding complex occluders like chain-link fences
Test culling efficiency by visualizing occluded objects in the editor. Over-occlusion can cause visible pop-in, so balance aggressive culling with player experience.
Combine techniques for maximum impact: compress textures, apply LODs to 3D models, and cull non-visible geometry. Profile performance using Unity’s Frame Debugger
or Unreal’s GPU Visualizer
to identify bottlenecks. Adjust settings iteratively until frame rates stabilize without degrading visual quality.
Advanced Integration Use Cases
This section addresses specialized methods for integrating art assets into game engines, focusing on technical implementations for online game art design. You'll learn how to handle geospatial data visualization, optimize AR/VR pipelines, and automate asset creation through procedural workflows.
Geospatial Data Visualization Using Urban Digital Twins
Urban digital twins require precise integration of real-world geospatial data into game engines. Start by importing GIS datasets (shapefiles, point clouds, or CAD files) into Unity or Unreal Engine. Use coordinate system converters like Proj4
or engine-specific plugins to align geographic data with your scene's origin point.
- Convert raw GIS data into 3D models using automated scripts or tools like Unity's
Terrain Toolbox
. Apply real-world scale to buildings, roads, and topography - Implement LOD systems to manage dense urban geometry. Unreal Engine's
Nanite
works for static meshes, while Unity'sHLOD
system handles dynamic aggregation - Use vertex painting to visualize traffic patterns or population density on 3D surfaces. Create custom shaders that map data values to color gradients in real time
- Sync live data feeds through REST APIs or WebSocket connections. Attach scripts to 3D objects for updating positions/statuses of vehicles or environmental sensors
For texturing, combine satellite imagery with procedural materials. Generate road networks using spline-based tools, then apply decals for lane markings. Test performance using Unity's Frame Debugger
or Unreal's Stat Unit
to maintain 60+ FPS in complex scenes.
Real-Time AR/VR Content Pipelines
AR/VR projects demand strict optimization for mobile chipsets or VR headsets. Build asset pipelines that prioritize polycount limits and texture compression:
Set polycount budgets:
- Mobile AR (ARKit/ARCore): <50k triangles per scene
- Standalone VR (Quest 3): <150k triangles per frame
- PC VR (SteamVR): <1M triangles per frame
Bake essential lighting for static objects to reduce runtime calculations. Use Unity's
Mixed Lighting
modes or Unreal'sLightmass
withMobile Preview
settingsImplement occlusion culling for complex environments. Unity's
Umbra
and Unreal'sOcclusion Culling
system prevent rendering hidden geometry
For AR content, design markerless tracking systems:
- Attach 3D models to plane-detected surfaces using
ARFoundation
in Unity - Use Unreal's
ARBlueprintLibrary
to anchor objects to real-world feature points - Apply screen-space effects like depth-based blurring to blend virtual assets with camera feeds
Test on target hardware early. Deploy builds to headsets using Unity's XR Interaction Toolkit
or Unreal's Live Link
for immediate feedback.
Procedural Asset Generation Workflows
Procedural techniques automate asset creation while maintaining artistic control. Use these approaches:
- Texture variation: Script texture blending in Unity's
Shader Graph
or Unreal'sMaterial Editor
using noise patterns and mask textures - Modular kits: Build interchangeable architectural components (walls, pipes, beams) that snap together using socket-based attachments
- Vegetation systems: Distribute plants across terrain surfaces with Unreal's
Foliage Tool
or Unity'sVegetation Engine
, controlling density via slope/height curves
For runtime generation:
- Create parametric models in Houdini, then export as
HDA
files for Unreal Engine - Use Unity's
ProBuilder
to script mesh generation based on player input or level design rules - Generate randomized props through blueprints (Unreal) or C# scripts (Unity):
csharp // Unity example: Randomize crate textures void Start() { Renderer renderer = GetComponent<Renderer>(); renderer.material.SetTexture("_MainTex", crateTextures[Random.Range(0,5)]); }
Balance procedural elements with hand-crafted details. Use seed values to ensure consistent results across multiplayer sessions. Optimize generated assets by caching frequently used meshes and materials.
Essential Tools and Resources
Effective art asset integration requires reliable software solutions and access to current technical knowledge. This section outlines practical tools and community-driven resources that directly address common challenges in preparing and optimizing assets for Unity and Unreal Engine workflows.
GitHub Resource List for Game Artists
GitHub hosts numerous repositories containing free scripts, shaders, and pipeline utilities specifically designed for game artists. Search for repositories tagged with terms like Unity asset optimization or Unreal Engine material tools to find production-tested code.
Key types of resources available include:
- Texture compression tools for batch-processing assets to engine-compatible formats
- FBX/GLTF converters with preset configurations for error-free model imports
- Shader templates implementing common visual effects like parallax mapping or vertex animation
- Automated naming utilities that enforce consistent asset labeling conventions
Use GitHub’s topic filters and star-based sorting to identify actively maintained projects. Repositories with detailed documentation and issue histories indicating developer responsiveness typically provide the most reliable solutions. Bookmark repositories offering Unity editor extensions or Unreal Python scripts to automate repetitive tasks like mesh scaling or pivot adjustment.
Asset Validation Plugins: Mesh Baker, Simplygon
Asset validation tools identify optimization opportunities and compatibility issues before you import models into game engines.
Mesh Baker (Unity) combines multiple static meshes into single optimized assets while preserving UV mappings. Use it to:
- Reduce draw calls by merging environment props
- Bake texture atlases for low-poly mobile game assets
- Generate LOD groups without leaving the Unity editor
Simplygon provides cross-engine optimization for both Unity and Unreal projects. Core functions include:
- Automatic LOD chain generation with adjustable reduction thresholds
- Material merging for complex multi-textured assets
- Batch processing of entire asset folders via command-line integration
Both tools flag problematic geometry like non-manifold edges or flipped normals during processing. Run validation checks before exporting from 3D modeling software to minimize rework.
Tutorial Repositories for Engine-Specific Workflows
Dedicated tutorial repositories provide version-controlled learning materials focused on art integration tasks. Look for repositories structured as project-based walkthroughs containing both written guides and downloadable example files.
For Unity, prioritize repositories covering:
- URP/HDRP material setup comparisons
- Animation rigging for custom character controllers
- Terrain tool workflows using splat maps and detail meshes
- Addressables system configuration for asset streaming
For Unreal Engine, seek tutorials demonstrating:
- Material instance creation and parameter exposure
- Nanite workflow adaptations for high-poly assets
- Blueprint-based texture streaming configurations
- Landscape layer blending mask techniques
Many repositories include version compatibility notes specifying which engine releases the instructions support. Clone repositories locally to test provided assets against your current project setup. Filter tutorial repositories by update frequency—those updated within the past six months typically reflect current engine capabilities more accurately.
Supplement these resources by joining Discord servers or forums linked in repository descriptions. Community-maintained channels often provide real-time troubleshooting for issues not covered in static documentation.
Troubleshooting Common Integration Issues
Integrating art assets into game engines often introduces technical challenges. This section provides direct solutions for three frequent issues you’ll encounter when working with Unity or Unreal.
Resolving Texture/Material Mismatches
Texture and material mismatches occur when assets appear differently in-engine compared to your 3D software. Follow these steps to resolve discrepancies:
Verify texture file paths and formats
- Ensure textures are saved in formats supported by your engine (e.g.,
.png
,.tga
, or.exr
for Unreal). - Check that texture files are in the correct project directory and referenced properly in materials.
- Ensure textures are saved in formats supported by your engine (e.g.,
Match material workflows
- Use consistent PBR (Physically Based Rendering) settings. For example, confirm metallic/roughness maps align with the engine’s material system.
- In Unity, avoid mixing Standard (Specular) and URP/HDRP workflows. In Unreal, double-check
Material Domain
settings (Surface vs. Deferred Decal).
Adjust import settings
- Enable
sRGB
for color textures (albedo, diffuse) and disable it for data textures (normal, roughness). - Set correct compression formats. Use
BC7
for high-quality textures in Unreal orASTC
for mobile in Unity.
- Enable
Fix UV mapping issues
- Re-export models with non-overlapping UVs.
- Scale UV shells uniformly to prevent texture stretching.
If textures still appear distorted, reimport the asset after resetting material assignments in your 3D software.
Fixing Animation Rigging Errors
Rigging errors often manifest as broken skeletal animations or distorted meshes. Use these methods to troubleshoot:
Validate bone hierarchies
- Ensure root bones are properly named and positioned at the model’s origin.
- Delete non-essential bones (e.g., IK controllers) before export.
Check skinning weights
- Use weight-painting tools to eliminate values below 0.001, which cause “vertex snapping” in-engine.
- Test extreme poses to identify vertices not bound to any bone.
Match rig configurations
- In Unity, set
Animation Type
toHumanoid
for human characters and retarget animations using Avatars. For non-human rigs, useGeneric
. - In Unreal, assign a compatible skeleton to animation blueprints and verify bone naming matches the target skeleton.
- In Unity, set
Resolve scale mismatches
- Export models at 1:1 scale and disable “Apply Transform” in exporters like FBX.
- Set uniform scaling (e.g., 100 in Unreal, 1 in Unity) during asset import.
For animation glitches like foot sliding, enable Root Motion
in Unity or adjust Root Bone
translation curves in Unreal’s Animation Sequence.
Addressing Performance Bottlenecks
Art assets often cause frame rate drops if not optimized. Use these strategies to maintain performance:
Reduce draw calls
- Combine static meshes with shared materials.
- Use texture atlases for modular assets (e.g., environment props).
Optimize geometry
- Apply LODs (Levels of Detail) to high-poly models. Unreal’s
Auto LOD
tool or Unity’sLOD Group
component automate this process. - Remove hidden geometry (e.g., interior faces of buildings).
- Apply LODs (Levels of Detail) to high-poly models. Unreal’s
Streamline materials
- Limit material permutations. Use
Material Instances
in Unreal orMaterial Variants
in Unity for parameter-driven changes. - Replace complex math nodes with precomputed texture data (e.g., baked lighting in vertex colors).
- Limit material permutations. Use
Profile GPU usage
- In Unity, use the
Frame Debugger
to identify overdraw from transparent materials. - In Unreal, check
GPU Visualizer
(Ctrl+Shift+,) to spot expensive shaders.
- In Unity, use the
For texture-related bottlenecks, enable mipmaps for distant objects and compress textures to DXT5
(Unreal) or ETC2
(Unity mobile). Always test changes using the engine’s profiling tools to quantify performance gains.
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Sources section will be provided separately
Key Takeaways
Here's how to integrate art assets effectively:
- Optimize assets before import to prevent 40-60% of common issues: check polygon counts, UV maps, and texture resolutions.
- Use FBX/OBJ for Unreal and prioritize Unity-friendly formats (FBX, PNG) despite its 25+ format support.
- Target 50-70% fewer polygons for mobile assets vs PC. Use Unity’s ProBuilder or Unreal’s LOD tools to simplify models.
Next steps: Double-check engine-specific documentation for texture compression and material settings before exporting.