Hairstyle

Ready Player Me avatars can have different hair styles.

1. Create an asset according to the requirements

Download template project

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

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

  • 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.

https://asset-validation-tool.vercel.app/

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.

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