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
  • 1. Create an asset according to the requirements
  • 2. Validate your hairstyle
  • 3. Verify filenames
  • 4. Submit your asset
  1. Reference
  2. Face

Hairstyle

Ready Player Me avatars can have different hair styles.

PreviousFaceNextGlasses

Last updated 1 year ago

1. Create an asset according to the

Download template project

The template project has a reference head model and a hairstyle.

Your asset must fit the

Example exported 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.

  • 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

  • Technical Requirements

  • 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.

2. Validate your hairstyle

After creating the asset, you can use the following tool to check the correctness of your asset.

Make any necessary changes until validation succeeds.

3. Verify filenames

  • Use lowercase only.

  • For example, if the reference asset is hair_120 then provide the assets in the following structure

// Hair asset
hair_120/hair_120.gltf
  
// Also provide substance painter working files
hair_120/hair_120_substance_painter_project

4. Submit your asset

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.

Material does not have a basecolor map. Leave Principled BSDF Base Color empty. (On , the color of the hair is changed using material color, not a basecolor texture).

Ready Player Me
https://asset-validation-tool.vercel.app/
requirements
hair
#head-template