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Spark AR is Facebook’s free AR creation platform that enables users to create interactive AR experiences for Facebook and Instagram. More than 400,000 creators in 190 countries have used Spark AR to create their own AR creations

Since the software requires no coding knowledge to use, anyone can now lead the world by creating the next crazy viral Instagram AR effects with little experience in the AR world.

Specialized AR filter designers can cost anywhere from $1,000 to $30,000.

The grid

The number of triangles or triangular faces in the 3D object grid affects performance. It’s a good idea to keep the number of triangles as low as possible. The maximum number of triangles per object should be less than 50,000. Keep the total number of triangles for all objects below 150,000.

Here are some tips for reducing the number of triangles:

  • Remove any internal geometry from a grid if it doesn’t need to be visible: for example, if your object is a character wearing a hat, remove the hidden part of the head from the view.

  • Fix geometry: Try removing loose geometry, triangles and vertices, making flat faces, removing overlapping faces and merging overlapping vertices. This will reduce the likelihood of triangle counts and defects (unintended pixelation and other graphical effects), especially when using 3D scans. If you are using Blender, Spark AR Toolkit will clean up the grid for you.

  • Convert high-detail parts of the mesh to textures: If you’re making a crown and the flowers are not focused throughout the effect, map them to a low-poly concave disk instead of importing a whole 3D flower with each petal and all the stigmas. You can set a lower mesh density in selected areas that don’t require much detail.

On the right side of the image, the geometry that makes up the hips and legs of the character can be removed because it is not visible in the final effect.

You can also optimize your grid by:

  • Merge grids as much as possible. This will reduce the number of objects in your effect and improve performance overall.
  • Keep polygons in triangular and quadrilateral forms to avoid blemishes.

UV mapping

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The material

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texture

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Bone creation and skin (Bone binding)

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animation

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