Headwear

Ready Player Me avatars can wear many styles of headwear

Example Asset 👀

Start by downloading this headwear asset: headwear-hijab-01

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 the head-rig in order to deform during animation.

Technical requirements ⚙

Headwear model: Wolf3D-head-template.FBX

Asset name: headwear-"subcategory"-*

File type: GLB/.FBX

File size: Max 2.5 Mb

Triangle count: Max 2500

Mesh name: Wolf3D_Headwear

Material name: Wolf3D_Headwear

Basecolor map: Required

Normal map: Required

Vertex colors: No

Asset Name: headwear-"subcategory" Example: headwear*-cyberpunk-01*

Where:

  • headwear - The type of asset.

  • "subcategory" - Describes common differentiating characteristics within a larger category such as casual, cyberpunk, office, or medieval

  • ***** - Number of texture variations, always 2 digits (01, 02, 03, ...).

Asset Limitations

To prevent assets from clipping, the headwear asset replaces any picked hairstyle from the avatar in customization options. We highly recommend avoiding any gaps between the headwear and the skull, so the user will never see the avatar without the hair.

If the design of the headpiece does not completely cover the skull area, please combine one of the most common hairstyles with the headpiece asset and provide us with two hair color options (brunette and blond). See the example below.

Materials & Texture Maps

See Materials and Textures.

Additional maps to provide:

Validation

You must validate your assets before submitting them.

Submitting assets

Do not include the head mesh with the final file, only the headwear model with the embedded textures.

Folder Structure 📂

  • 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/ headwear/

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