Create custom eyewear for Ready Player Me avatars.

This document explains how to create custom glasses that meet Ready Player Me technical specifications and functions properly in your application. The glasses asset type is any asset that only covers the eyes.

1. Create your custom glasses

  • Download template glasses (Download). The template project contains a reference head model and glasses.

  • Use Blender to open the glasses-example.blend.

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

  • Create glasses as a single object. They should fit the head reference model in the glasses-example.blend template project. -> Check out modeling guidelines

Technical requirements
  • Triangle count: max. 1000

  • Object name: Wolf3D_Glasses

  • Mesh name: Wolf3D_Glasses

  • Material name: Wolf3D_Glasses

  • Basecolor map: Optional Use sRGB (IEC 61966-2-1 Default RGB color space) when editing the image.

  • Normal map: Optional OpenGL tangent space normal map, +Y up.

  • Metallic-Roughness map: Optional

  • Occlusion map: Optional We recommend to pack the occlusion map into the red-channel of the metallicRoughnessTexture. See Blender documentation on how to export it.

  • Emissive map: Optional

  • Texture Resolution: max. 2048 x 2048 pixels Texture resolutions must be square and power-of-two, e.g. 128x128, 256x256, 512x512.

  • Texture files format: PNG/JPEG For PNG images, use 24 bits per pixel (RGB) or 32 bits per pixel (RGBA). Do not use palettes (8-bit color indexed). Do not include metadata or color profile information in the image files to avoid errors.

  • Individual texture file size: max. 4 MB

  • Vertex colors: No

  • Icon file size: 1 MB

Materials & Texture Maps

  • The materials use the metalness PBR workflow.

  • Keep the shading network of the material as simple as possible.

  • Enable Backface Culling (single-sided materials). Only use double-sided materials when absolutely necessary. Otherwise, leave the box checked.

The material supports transparency.

Use a PNG with transparency as the basecolor map and set the alphaMode to BLEND.

In Blender, you can do this in the material's settings with the Blend Mode option set to Alpha Blend.

2. Export the asset

  • Export the glasses model into glTF Binary (.glb). Below are the required export settings using Blender.

  • Only include the glasses model in the export, not the head reference.

Starting with Blender 4, objects placed in a glTF_not_exported collection are excluded from the export.

Do not use custom glTF-Extensions extensions in the file, e.g. Draco mesh compression.

3. Upload and validate your asset

File Requirements

  • File type: .GLB

  • File Size: max. 10 MB

  • Icon file size: max. 1 MB

Ready Player Me Studio

Using the Ready Player Me Studio interface, you can navigate to the Asset Manager, and then choose Add new asset, or directly go to

In the Type selection, you must select Glasses as the asset type.

In the Gender selection, choose Neutral to make them available to all stereotypes.

Upload the necessary files and Save. The asset is only saved when it passes validation. If any errors are detected regarding the compliance with the requirements, you'll get a notification and more information.


When you want to push your assets to your organization at Ready Player Me, use thePOST - Create AssetAPI endpoint with the data.type set to glasses. Once the asset is created, the files will be stored by Ready Player Me.

If you don't have the files yet available at a public URL for use with the Create Asset API endpoint, you can use the temporary storage solution provided by us via the POST - Upload Asset Filesendpoint.

Once the export is complete, open Ready Player Me Studio (Asset Manager) and upload your creation. The asset will be validated on upload. Learn more Asset Manager in Studio.

Last updated