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Last Updated: May 7th 2023
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RulesExampleClarification
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Simple models should have a polygon count of under 1,000 triangles.http://i.imgur.com/nJ3OHaL.pngI can't use a model that has tens of thousands of polygons.
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Handheld props must have their pivot point located where the character will be holding it.http://i.imgur.com/0uRG18g.pngIf a prop is meant to be held by a character, its pivot point must be located at the spot where the character will be holding it.
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Every model that is not meant to be held in a character's hands should have its pivot point at the bottom-center of the object.http://i.imgur.com/8RFMFlH.pngI can't use a model if its pivot point is floating somewhere in space.
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Every model should have its transformations frozen.http://i.imgur.com/QjAPLH7.pngI can't use a model that is scaled, rotated, or not in the center of the scene.
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Handheld props must be pointing "Forward" in the scene.http://i.imgur.com/90J3ATQ.pngIf a prop is meant to be held by a character, it must be pointing Forward in world-space.
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Before modelling a room, ask me for the dimensions that the room is supposed to have.http://i.imgur.com/VRKDlp9.pngYandere Simulator's high school is designed so that every door, hallway, and room snaps to a grid. Every room modelled for Yandere Simulator must be modelled to exact dimensions in order to fit into that grid.
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If part of a model is meant to be transparent, the transparent part needs to use a different material than the rest of the object.http://i.imgur.com/r4G4xFy.pngThe "cartoon outline" shader in Yandere Simulator does not support transparency. If an object is meant to have some transparent polygons, those polygons must use a seperate material than the rest of the object.
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Whenever you are delivering an asset to me, deliver a screenshot of the asset in addition to the model and the texture.Self-explanitoryIt takes time to load my 3D modelling program, import your model, and apply your texture in order to find out if everything looks okay. It would save me a lot of time if I could simply look at a screenshot instead.
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Textures should be either 512x512 or 1024x1024Self-explanitorySelf-explanitory
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3D models should be delivered in FBX format, textures should be delivered in PNG format.Self-explanitorySelf-explanitory
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Naming ConventionsExampleClarification
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When naming a mesh, use the following naming convention:A knife's mesh should be named KnifeMesh.Meshes should not be named "Cube" or "Object" or "Default".
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When naming a material, use the following naming convention:A knife's material should be named KnifeMaterial.Materials should not be named "Material" or "Default".
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When naming a texture, use the following naming convention:A knife's texture should be named KnifeTexture.Textures should not be named "Diffuse" or "Texture".
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When delivering an FBX, use the following naming convention:A knife's FBX should be named Knife.FBX
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If you create multiple textures for one object, use the following naming convention:BookTexture1, BookTexture2, BookTexture3If you model one book mesh and then create multiple textures for variety, append a number to the end of the texture name.
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Units of MeasurementExampleClarification
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Yandere Sim uses meters as units of measurement.When creating models for Yandere Simulator, make sure that your modelling program is using meters or centimeters for scale.
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A single "space" on the Yandere Sim "grid" is 4 meters wide, 4 meters tall, and 4 meters deep. The distance between the floor and the ceiling is 3 meters. The thickness of a wall is .1 meters.http://i.imgur.com/d2lCc0S.png
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A corridor is one "space" wide. A classroom or clubroom is 3 spaces wide and 2 spaces deep.
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A door is 2.25 meters tall. This might seem too tall, but if it's any shorter, then teacher NPCs have collision problems with doorways.
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A staircase should begin at ground level and end 2 meters higher than where it began. To reach a higher floor, two staircases would be necessary.
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Every chair in Yandere Simulator - from desk chairs to benches - should be .5 meters tall.
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Every table in Yandere Simulator should be .775 meters tall.
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Texture Art StyleExampleClarification
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Yandere Simulator has a cel-shaded anime art style.http://fc06.deviantart.net/fs71/f/2014/276/c/b/mmd_stage_39_by_mmd3dcgparts-d81egts.pngTextures should be somewhat flat, with a slight smooth gradient, and few details.
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http://fc08.deviantart.net/fs71/f/2014/282/1/7/mmd_stage_45_by_mmd3dcgparts-d825q9n.png
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http://fc04.deviantart.net/fs71/f/2014/278/1/d/mmd_stage_41_by_mmd3dcgparts-d81q7wt.png
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http://fc00.deviantart.net/fs71/f/2014/253/f/f/mmd_stage_16_by_mmd3dcgparts-d7ynop2.png
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The following image gallery demonstrates the "look and feel" that I wish to pursue for Yandere Simulator:https://imgur.com/a/kk59t
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All textures used in Yandere Simulator must be original, not downloaded from Google Image Search.You can get into serious legal trouble for using non-licensed textures in a commercial product.
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Yandere Simulator's models do not use normal maps or specular maps; only diffuse maps.To achieve the anime art style that I'm aiming for, I don't need normals or speculars in the textures.
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Hair textures should be greyscale.http://i.imgur.com/SNgOxEp.pngThe reason for this is so that I can apply a color to them within the game engine.
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