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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On this page
  • Guidelines for assets
  • UV Layout
  • Technical Requirements
  • Asset Name
  • Materials & Texture Maps
  1. Reference
  2. Face

Eyebrows

Ready Player Me avatars can have different eyebrows.

PreviousFacewearNextHero Character

Last updated 1 year ago

Guidelines for assets

Your asset must fit the

UV Layout

The eyebrow map has to match the UV layout of the head mesh.

Technical Requirements

Asset name: eyebrow-”subcategory”-*-mask.png

File type: PNG

Resolution: 1024x1024

Basecolor map: Required, with transparency

Normal nap: No

Roughness map: No

Metalness map: No

Asset Name

eyebrow-"subcategory"-*-mask.png

Example: eyebrow-mycompany-01-mask.png

where:

  • eyebrows - the type of asset

  • "subcategory" - a subdivision that has common differentiating characteristics within a larger category. For example, cateye; bushy

  • ***** - number of texture variations, always 2 digits (01, 02, 03, ...)

Materials & Texture Maps

See Materials and Textures.

Modeling Guidelines
UV Mapping Guidelines
Texture Baking
#head-template