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
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
Full-body outfit
JPG
facewear
JPG (PNG)
headwear
JPG (PNG)
hairstyle
JPG
facial hair
eybrows
PNG
make-up/facepaint
tops
Texture file names
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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