Tech Art Bible for Unity: Graphics Standards and Pipeline Automation
Introduction
We often encounter situations where a new artist joins the team and asks, "What's the polygon budget for the character?" The team lead answers, "Well, roughly between 5 and 15 thousand, depending on importance." This is not a standard. It's a verbal agreement that everyone interprets differently and that breaks with every new hire or contractor. Without clearly documented standards, a team spends up to 30% of its time reworking assets. Our experience shows: after implementing a Tech Art Bible, the number of reworks drops by 3 times compared to verbal agreements. Budget savings on art production can reach 30%. Over 5 years of work, we have created Tech Art Bibles for dozens of projects—from mobile games to AAA consoles. The document fixes numbers, formats, and procedures, eliminating ambiguities. Automated checks in the pipeline work 5 times faster than manual review and reduce the number of artifacts by 40%. Get a consultation on implementing standards in your pipeline.
Why document "obvious" standards?
The gap between what is considered "self-evident" within the team and what artists actually do is huge. Examples of real discrepancies:
-
Texture resolutions: one artist uses 2K for background objects, another uses 4K. In VRAM this is immediately visible—profiling shows
Texture Memoryat 800 MB instead of the planned 400. And the document only says "use reasonable resolutions." -
Naming:
hero_body_d.png,Hero_Body_Albedo.png,character_1_diffuse_final.png—three textures of the same type from three artists in one project.AssetDatabase.FindAssetsby pattern doesn't work, automatic import by suffix doesn't work, CI checks on naming convention don't work. -
Pivot points in FBX: one Blender artist exports with pivot at the geometric center, another at the world origin. The developer gets an object that rotates around an unexpected point when calling
transform.Rotate().
What is included in the Tech Art Bible
Polygon budgets
A table by object category with breakdown by platform:
| Category | PC (LOD0) | Mobile (LOD0) | Mobile (LOD1) |
|---|---|---|---|
| Main character | 10,000–15,000 | 5,000–8,000 | 1,500–3,000 |
| Secondary NPC | 5,000–8,000 | 2,000–4,000 | 500–1,000 |
| Large prop | 3,000–5,000 | 1,000–2,000 | 200–500 |
| Small prop | 500–1,500 | 200–500 | 50–150 |
Texture standards
Resolutions by category, formats (PNG for sources, TGA for normal maps when importing into Unity—not PNG, BC7 as the target compression format for PC, ASTC for Android/iOS), mandatory channels (Albedo, Normal, Metallic/Roughness, AO—separately or packed).
Naming convention
Conventions with examples. For textures: {object}_{part}_{type}_{resolution}.ext, e.g., hero_body_albedo_2k.png. For meshes: {category}_{name}_{LOD}.fbx. We document not only the rule but also the rationale behind it—this reduces resistance during implementation.
UV standards
Tile size, acceptable UV-overlapping for lightmap UV (only LOD0, UV channel 2), seam placement requirements (not on visible edges, not on joints).
Export procedures from each tool
Blender FBX export settings (Apply Transform, Forward axis, Units), Substance Painter export template for Unity (specifically which channels go into which slots), Maya export checklist. Adhering to procedures reduces import errors by 3 times compared to ad-hoc settings.
Example Blender export checklist
- Apply Transform (Scale = 1, Rotation = 0)
- Forward axis = -Z, Up axis = Y
- Units = Centimeters (import into Unity with multiplier 1)
- Mesh Smooth = Edge, not Face
- Export only visible objects
How the Tech Art Bible is developed for your project?
We start with an audit of existing assets: what is already used in the project, what are the de facto applied values. The document should reflect reality plus improvements, not a perfect standard from scratch—otherwise the team will ignore it.
Interviews with artists: what questions are asked most often, where do conflicts arise during asset review, what has to be redone. This is the best source for determining priorities in the document.
Format: Confluence or Notion—interactive, support nested tables and screenshots. Not PDF—no one reads PDFs after six months. Structure: table of contents with anchor links, "Quick Reference" on the first page (most frequently needed data), complete sections below.
Document versioning—date of last update and changelog. A standard without a version loses trust: "Is this relevant for our current platform?"
How to automate compliance with standards?
A document doesn't work without automated checks. Unity Editor scripts for validation:
- Checking imported textures for naming convention compliance via
AssetPostprocessor.OnPreprocessTexture() - Checking max resolution on import: if a texture > 4096 for the background category—warning in console
- Mesh validator via
AssetPostprocessor.OnPostprocessModel(): check polycount by category name from file name
This is not a replacement for the document, but real-time feedback when standards are violated—before code review. Order integration of validators into your project—we guarantee a reduction in asset review time. Read more about automation approaches in the AssetPostprocessor documentation.
Implementation timelines
| Document scope | Timeline |
|---|---|
| Basic standard (naming + budgets + export) | 1–2 weeks |
| Full Tech Art Bible + CI validators | 3–6 weeks |
| Update of existing document for a new platform | 3–7 days |
The cost is calculated after an audit of the team's current practices and the project's target platforms. Contact us for a free preliminary consultation and get a commercial offer within a day. We guarantee a 30% reduction in rework and faster onboarding of new artists.
Why choose our standards?
Over 5 years in the gamedev documentation market. We have helped dozens of studios unify pipelines—from indie to AAA. Our clients report a 40% reduction in code review time and higher asset quality at the first checkpoint. Order an audit of your current practices—get a plan for implementing a Tech Art Bible tomorrow.





