Unity supports textured 3D models from a variety of programs or sources. This short guide has been put together by games artists with developers at Unity to help you create Assets that work better and more efficiently in your Unity project.
Working to scale can be important for both lighting and physics simulation.
The method you use to construct objects can have a massive effect on the number of polygons, especially when not optimized. In this diagram, the same shape mesh has 156 triangles on the right and 726 on the left. 726 may not sound like a great deal of polygons, but if this is used 40 times in a level, you will really start to see the savings. A good rule of thumb is often to start simple and add detail where needed. It’s always easier to add polygons than take them away.
If you author your textures to a power of two (for example, 512x512 or 256x1024), the textures will be more efficient and won’t need rescaling at build time. You can use up to 4096x4096 pixels, but 2048x2048 is the highest available on many graphics cards and platforms.
Search online for expert advice on creating good textures, but some of these guidelines can help you get the most efficient results from your project:
Unity can use two types of files: Saved 3D application files, and Exported 3D formats. Which you decide to use can be quite important.
Unity can import, through conversion, Max, Maya, Blender, Cinema4D, Modo, Lightwave and Cheetah3D files, e.g. .MAX, .MB, .MA etc. See more in Importing Objects.
Unity can also read FBX, OBJ, 3DS, DAE and DXF files. For a general export guide, you can refer to the FBX export guide.