Asset Creation Guide
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  • Reference
    • Face
      • Hairstyle
      • Glasses
      • Facial hair
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    • Validation tool for Blender
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      • Hierarchy/Objects
        • Check: Naming conventions
        • Check: Object mode
        • Check: Parent name
        • Check: Object children
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        • Check: UV Map Name
        • Check: UV Map Range
        • Check: UV Map Count
        • Check: Mesh Triangle Count
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        • Check: Skinning
        • Check: Armature
      • Skinning validations
        • Check: Rig Count
        • Check: Bone Names
        • Check: Skin Weight Normalization
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        • Check: Skin Weight Valid Bones
      • Materials validation
        • Check: Backface Culling
        • Check: Material Nodes
        • Check: Material Base Color
        • Check: Material Specular
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        • Check: Texture Wrapping
        • Check: Texture Color Space
        • Check: Texture Node Name
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  1. Reference
  2. Face

Glasses

Ready Player Me avatars can wear glasses.

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Last updated 1 year ago

Guidelines for assets

Your asset must fit the

Asset name

glasses-"subcategory"-*

e.g. glasses-mycompany-01

asset type

glasses

descriptive sub category, can be anything

subcategory

e.g. cateye; halfframe

number of texture variations, always 2 digits

00

e.g. 01, 02, 03

Technical Requirements

Asset name

glasses-"subcategory"-*

e.g. glasses-mycompany-01

File type

GLB

File size

max 2.5 Mb

Triangle count:

max 1000

Mesh name:

Wolf3D_Glasses

Material name

Wolf3D_Glasses

Basecolor map

Required

Normal map

Required

Vertex colors

No

Texture size

512 x 512

Texture File format

JPG, or PNG with transparency

Texture file name

glasses-"texture type".jpg

example file name glasses-aviator-01-C.jpg

Validation

Submitting assets

Include only the glasses model with embedded textures.

Materials & Texture Maps

See Materials and Textures.

You must your assets before submitting them.

validate
Submitting a design
Modeling Guidelines
UV Mapping Guidelines
Texture Baking
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