Advice for your own creatures
With creature modding, you are now developing for TaleSpire. Welcome!
One of our big goals is to make TaleSpire run well on as many machines as possible. One part of achieving that goal is avoiding making board objects (tiles/creatures/props) more expensive than they need to be. Players are free to spawn them as often as they like, often using them in ways you never expected.
Mesh
You must have a single mesh that uses triangular polygons.
The maximum number of vertices we currently allow is 60000.
The average vertex count of all the creatures currently in TaleSpire is 4500. The max vertex count we have allowed ourselves for our creatures so far is around 11000.
Out of the box, Unity supports .fbx, .dae (Collada), .3ds, .dxf, and .obj files.
You can find STL importers, but using STLs will almost certainly fail because the vertex count is commonly in the hundreds of thousands, and the meshes are composed in a way that is perfectly fine for printing but not for games. Furthermore, they lack textures, making them look very poor in the game.
If you are set on using STLs, then it is probably best to:
- bring that STL into a 3D modeling application
- make it into a single air-tight mesh
- make a low poly variant from that
- Use the high poly to generate the normal map
And even then, without textures, it's not going to look great.
Textures
You should have three textures. Each texture should be at most 2048x2048 pixels in size.
The albedo and normal textures work as you would expect.
The final texture stores Metallic in the first channel, AO in the second, and Roughness in the fourth channel. The third channel is currently unused.
Even though this is a PBR approach, you don't need to hold yourself to realistic values. Your goal should be to get the miniature feel.