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

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

See Materials and Textures.

Validation

You must validate your assets before submitting them.

pageValidation tool for Blender

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/

pageSubmitting a design

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