Headwear
Ready Player Me avatars can wear many styles of headwear
Last updated
Ready Player Me avatars can wear many styles of headwear
Last updated
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.
Your asset must fit the
If the asset covers the neck or clavicle area it must be skinned to the head-rig in order to deform during animation.
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.
You must validate your assets before submitting them.
Do not include the head mesh with the final file, only the headwear model with the embedded textures.
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.