Guidance for 3D Modeling Software
Modeling Guidance
General
Minimize the number of elements per object.
Combine models to have a reasonable amount of triangles per element (e.g. 300+ per element).
Limit UV seams and hard edges as it results in more vertices for the hardware. In the worst case, high poly meshes with hard edges result in 3 times more vertices than reported in modelling applications.
The vertex processing cost for skinned meshes is higher than for Static Meshes.
Very large meshes can be split for better culling. This is for view culling, as light culling is usually done at a finer granularity.
Try to create triangles of the same sizes to minimize quad overdraw.
Metric unit with 0.01 scale (centimeters) and model your content correctly using centimeter units.
Make sure you have no flipped faces and all of the triangles are facing outwards.
Set the item's pivot point in a way that will align with the item's role. By default, you would set the pivot point to the bottom center of the item. In some cases, in case of a ceiling item, you would set it to the top center of the item, in case of a wall item, you would set it to one of the sides of the item.If you're a complete beginner interested in modeling, check out this step by step Blender tutorial which will help you get started:https://www.raywenderlich.com/21459096-blender-tutorial-for-beginners-how-to-make-a-mushroom