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
  • Example Asset
  • Guidelines for assets
  • Materials & Texture Maps
  • Validation
  • Submitting assets
  1. Reference
  2. Face

Facewear

Ready Player Me avatars can wear many styles of facewear.

PreviousFacepaintNextEyebrows

Last updated 1 year ago

Example Asset

Start by downloading this facewear example:

Inspect this example and familiarize yourself with the details as your design must match the same requirements.

Guidelines for assets

Your asset must fit the

If the asset covers the neck or clavicle area it must be skinned to this in order to deform during animation. Otherwise, the facewear does not need to have a skeleton.

Technical Requirements

Facewear model:

Asset Name: facewear-"subcategory"-*

File type: GLB

File size: Max 2.5 Mb

Triangle count: Max 2000

Mesh name: Wolf3D_Facewear

Material name: Wolf3D_Facewear

Basecolor map: Required

Normal map: Required

Vertex colors: No

Asset name: facewear-"subcategory" Example: facewear-bandana-01

Where:

  • facewear - The type of asset.

  • "subcategory" - Describes common differentiating characteristics within a larger category such as bandana or mask.

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

Materials & Texture Maps

See Materials and Textures.

Validation

You must validate your assets before submitting them.

Submitting assets

Do not include the head mesh with the final file, only the headwear model with the embedded textures.

Folder Structure 📂exp

  • Asset folder = Asset name

  • Final files (GLB, icon) in the root of the folder. 3D files names = Asset name.

  • The asset folder includes the "working-files" folder. It contains the Blend file and archived final and cleaned-up high-poly models, Substance Painter project. 👍

  • Texture maps in the "textures" folder

Example: Ready Player Me/ assets/ facewear/

Validation
Submitting a design
facewear-bandana-03
Modeling Guidelines
head-rig
Wolf3D-head-template.FBX
UV Mapping Guidelines
Texture Baking
#head-template