Hairstyle
Ready Player Me avatars can have different hair styles.
Last updated
Ready Player Me avatars can have different hair styles.
Last updated
Download template project
The template project has a reference head model and a hairstyle.
Your asset must fit the
Example exported hair asset
Before starting see Materials and Textures
Use Blender to open the hair_demo.blend.
Create a hairstyle referencing scale, position and pivot requirements of the hair model in the hair_demo.blend template project.
Triangle count: max. 5000 triangles
Size of textures embedded in the GLTF file: Max 1024x1024px .JPG
Exported GLTF maximum size in Mb: 2Mb
Set object, mesh data, and material names in Blender.
Object name: Wolf3D_Hair
Mesh data name: Wolf3D_Hair
Material name: Wolf3D_Hair
Check that object does not have any vertex colors.
Check that object scale and rotation have been applied. In Blender you can do that by CTRL+A → Apply Scale and CTRL+A → Apply Rotation.
Material
Asset uses Principled BSDF (PBR) material in Blender 3.
Material does not have a basecolor map. Leave Principled BSDF Base Color empty. (On Ready Player Me, the color of the hair is changed using material color, not a basecolor texture).
Make sure Metallic is set at 0.
Only provide an OpenGL normal map in the material (no Base Color, Specular, Roughness or Metallic map required).
Notice that the Color Space for Normal Map image texture is set to Non-Color
hair_demo.gltf correct Principled BSDF material setup in Blender including a normal map
File Type: GLTF
File Size: max 2 Mb
Triangle count: 1000-3000 triangles
Text Size: max 1024x1024px .JPG
Mesh name: Wolf3D_Hair
Basecolor Map: No (Hair color is changed with material)
Normal Map: Required
Material name: Wolf3D_Hair
Object name: Wolf3D_Hair
Vertex Colors: No
Asset name: hair-"subcategory" -*
Exporting
Export the hair model into glTF Embedded (.gltf). Below are required export settings using Blender 3. Notice that Vertex Colors need to be disabled.
Only include the hair model in the export.
Asset name needs to include "hair_" (i.e. hair_1.gltf) to appear in the validation tool.
After creating the asset, you can use the following tool to check the correctness of your asset.
https://asset-validation-tool.vercel.app/
Make any necessary changes until validation succeeds.
Use lowercase only.
For example, if the reference asset is hair_120 then provide the assets in the following structure
Once your design passes validation, upload the hair asset to a shared Google Drive folder provided to you.
Submit a folder based on the asset reference name.
Include the Substance Painter project working file.