Facewear
Ready Player Me avatars can wear many styles of facewear.

Example Asset
Start by downloading this facewear example: facewear-bandana-03
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 Templates
If the asset covers the neck or clavicle area it must be skinned to this head-rig in order to deform during animation. Otherwise, the facewear does not need to have a skeleton.
Technical Requirements
Facewear model: Wolf3D-head-template.FBX
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
Validation
You must validate your assets before submitting them.
ValidationSubmitting 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/
Submitting a designLast updated