Asset Creation Guide
  • Asset Creation
    • Overview
      • FAQ
    • Templates
    • Materials and Textures
    • Modeling guidelines
      • Requirements / Conventions
    • Skinning and testing
      • Visage Tool
      • Mixamo
      • WIP - Skinning in Blender
    • Submitting a design
  • Reference
    • Face
      • Hairstyle
      • Glasses
      • Facial hair
      • Headwear
      • Facepaint
      • Facewear
      • Eyebrows
    • Hero Character
    • RPM Catalogue
      • Logo on t-shirt or hoodie
  • Validation
    • Validation tool for Blender
    • Validation checks
      • Hierarchy/Objects
        • Check: Naming conventions
        • Check: Object mode
        • Check: Parent name
        • Check: Object children
        • Check: Transforms
      • Mesh validations
        • Check: UV Map Name
        • Check: UV Map Range
        • Check: UV Map Count
        • Check: Mesh Triangle Count
        • Check: Vertex Colors
        • Check: Skinning
        • Check: Armature
      • Skinning validations
        • Check: Rig Count
        • Check: Bone Names
        • Check: Skin Weight Normalization
        • Check: Skin Weight Influences Count
        • Check: Skin Weight Valid Bones
      • Materials validation
        • Check: Backface Culling
        • Check: Material Nodes
        • Check: Material Base Color
        • Check: Material Specular
      • Texture map validations
        • Check: Texture Wrapping
        • Check: Texture Color Space
        • Check: Texture Node Name
        • Check: Texture Path
        • Check: Texture Format
        • Check: Texture Metalness
        • Check: Texture Albedo
        • Check: Texture Embedding
      • Animations
        • Animation
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On this page
  • Materials & Texture Maps
  • Texture map naming
  • Texture sizes
  • Texture File format
  • Texture file names
  1. Asset Creation

Materials and Textures

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

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Last updated 2 years ago

Materials & Texture Maps

  • The materials use the metalness PBR workflow.

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

  • Enable (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

Asset
Size

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

Asset
File Format

Full-body outfit

JPG

facewear

JPG (PNG)

headwear

JPG (PNG)

hairstyle

JPG

facial hair

eybrows

PNG

make-up/facepaint

tops

Texture file names

Asset
Format
Example

Facewear

facewear-"texture type".jpg

facewear-bandana-01-C.jpg

Headwear

headwear-"texture type".jpg

headwear-cyberpunk-01-C.jpg

Eyebrows

Tops

Backface Culling