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
  • Example Asset 👀
  • Guidelines for assets
  • Materials & Texture Maps
  • Validation
  • Submitting assets
  1. Reference
  2. Face

Headwear

Ready Player Me avatars can wear many styles of headwear

PreviousFacial hairNextFacepaint

Last updated 1 year ago

Example Asset 👀

Start by downloading this headwear asset:

Inspect this example and familiarize yourself with the details as your design must match the same requirements.

Guidelines for assets

Your asset must fit the

If the asset covers the neck or clavicle area it must be skinned to the in order to deform during animation.

Technical requirements ⚙

Headwear model:

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/

WSN - World space normal map as shown below.

ID - Color mask to define different areas of the texture. Created by projecting vertex colors, material colors, or random colors per sub-objects from a high definition mesh to the low poly model as shown below.

Validation
Submitting a design
headwear-hijab-01
Modeling Guidelines
head-rig
Wolf3D-head-template.FBX
#head-template
UV Mapping Guidelines
Texture Baking