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
Powered by GitBook
On this page
  1. Reference

Face

PreviousSubmitting a designNextHairstyle

Last updated 1 year ago

  1. Download the used by Ready Player Me.

  2. Create and your Accessory using that .

  3. the Accessory using our script.

  4. Export the Accessory into format (.GLB) without the HEAD model or any skeleton (Armature).

  5. your outfit.

Face

Everything designed for the face must be done on the template

  1. : Mesh+Material

  2. : Texture

After the modeling is finished, the file should be exported as .GLB with the initial unmodified skeletal mesh (Armature), the remaining parts of the body, and the outfit should be skinned to that skeletal mesh.

template
Skin
template
Validate
Blender-Tools
glTF
Submit
Hairstyle
Eyebrows
Glasses
Facial Hair
Headwear
Facepaint
Facewear
#head