Requirements / Conventions

Requirements and conventions that Ready Player Me uses.

The modeling should be done with this constraints and elements in mind.

File Name

File Name: outfit-"partner"-"collection"-v2-m or outfit-"partner"-"collection"-v2-f

Example: outfit-casual-01-v2-m

The file name always starts with outfit_

partner” - RPM’s partner's name

collection” - name of the clothing collection

-v2 indicates the rig type, always use -v2

-m/-f indicates gender, use -m or -f depending on which gender template you used.

File Properties

File Type: .GLB

File Size: max 8 Mb

Total Tri Count: max 15000

Basecolor Map: required

Normal Map: required

Roughness Map: optional

Metallic Map: optional

Vertex Colors: No

Materials and Textures

  • 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)

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