For each view:
Ensure that the size of all textures in all views combined is less than 300 MB when unpacked, keep in mind that textures take up more space than unpacked compared to when packed. We recommend using .jpg or .png file formats for textures.
If your presentation still doesn't run smooth, consider baking materials into a single texture atlas and replace all the materials with one that uses the resulting texture (for all objects having more than one material), so that no more than one material is used per object.
Q: Are there videos on how to do things like reduce polygon count/decimation?
You can find many videos that detail how to do optimize meshes by googling “reduce polygon count” and adding the name of the 3D editor of your choice.
If the initial quality of the original model is not very good, a polygon count reduction may result in the model’s distortion. In this case, you will need to fix the original model before continuing.
Q: Why are there only 700 objects allowed and how do we manage that? We have more than 100 objects.
This is not a requirement, but we strongly recommend this. It is due to the performance limitations of the HoloLens. If there are more objects, then you need to combine them. Our video tutorials show how to do that in 3ds Max and Blender. If you have a model with more than 100 objects, and there is no way to reduce this number by combining them, then send it to us and we'll take a look.
Q: Do the spot and view dummy objects/Null Object/Locator/Empty Object count in the 40 objects limit?
Q: Is geometry displayed double-sided? In other words, if we create a plane with no thickness, will we be able to see both sides of it? We are trying to think of ways to optimize elements to reduce poly count.
No, the geometry is not displayed-double sided. There should be thickness.
Q: Is it necessary to use a texture atlas for object groups or can I bake textures individually for each object?
You can bake textures individually, but we don’t recommend using more than 20 materials. So, if you have many objects, it’s better to use atlases.
Q: Is the texture atlas just used to reduce the number of materials and size of the file?
Yes, atlas is used to reduce the number of materials and decrease the count of draw calls.
Q: Finally, after baking textures, is no other light source needed?
After baking you won’t need to use light sources as light and shadows would be baked in the texture.
Q: What axis is considered up and down? In the .FBX file of the house demo that was available for download the model is oriented so the Y-axis is up and down but, it is also inverted. Is that the correct orientation? Does the global orientation matter or can the model be reoriented before the HoloLens demo begins?
The model shouldn't be reoriented, simply export your model with option "Y-up" in Export FBX Setting.