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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  1. Asset Creation
  2. Modeling guidelines

Requirements / Conventions

Requirements and conventions that Ready Player Me uses.

PreviousModeling guidelinesNextSkinning and testing

Last updated 1 year ago

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 (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)

Materials & Texture Maps
Backface Culling