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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