Materials and Textures

These are the requirements for the Materials and Textures for the Ready Player Me outfits.

Materials & Texture Maps

  • The materials use the metalness PBR workflow.

  • Keep the shading network of the material as simple as possible.

  • Enable Backface Culling (single-sided materials). Only use double-sided materials when absolutely necessary. Otherwise, leave the box checked.

  • The texture file format is JPG. It's preferable for web applications like Ready Player Me due to the smaller file size. If transparency is needed, use PNG.

  • Textures size: See #texture-sizetable below.

  • Texture map naming: See Texture map naming below.

Texture map naming

General structure of filename:

  • “asset name”-"texture type".jpg

Texture Map Type Abbreviation

  • C - basecolor texture

  • R - roughness texture

  • N - normal texture

  • M - metallic texture (optional)

  • E - emission (optional)

  • AO - ambient occlusion (optional)

Naming examples

  • outfit-basic-01-v2-m-top-C.jpg

  • headwear-cyberpunk-01-C.jpg

Texture sizes

AssetSize

Full-body outfit

1024 x 1024

facewear

1024x1024

headwear

1024x1024

hairstyle

1024x1024

facial hair

eyebrows

1024x1024

make-up/facepaint

tops

Texture File format

  • The texture file format is

AssetFile Format

Full-body outfit

JPG

facewear

JPG (PNG)

headwear

JPG (PNG)

hairstyle

JPG

facial hair

eybrows

PNG

make-up/facepaint

tops

Texture file names

AssetFormatExample

Facewear

facewear-"texture type".jpg

facewear-bandana-01-C.jpg

Headwear

headwear-"texture type".jpg

headwear-cyberpunk-01-C.jpg

Eyebrows

Tops

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