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
Texture File format
The texture file format is
Texture file names
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