Roblox Layered 3D

Guidelines for Roblox Layered clothing pipeline

Layered clothing provides an opportunity to create 3D clothes and accessories that nearly any avatar can wear with any combination of other layered clothes.

Layered clothing naturally stretches over an avatar's body and layers over other layered clothing items without clipping or breaking.

Platform features

Preparation

Work must be carried out using the following software:

  • Blender - no specific version (final model placement with all textures and skeleton)

  • Photoshop - no specific version

  • Roblox Studio (setting up and checking up ready-made models)

Before Start

Please explore this material

Model quality

It is very important that the model is made as qualitatively as possible.

  • the model must be well-detailed

  • fully comply with platform standards

  • follow chosen style

Model preparation

Base

Models must be created for a special Roblox layered dummy and only for it, for proper work of stretching scripts in Roblox.

Roblox layered clothing applies only to bipedal humanoids.

Modelling

The model can be created in any software you like, but in the end, the model must be in Blender.

Models should not have internal volume. The mesh should be closed and have no holes. This principle also applies to all openings in an item of clothing, whether sleeves or waistband.

Restriction on polygon quantity:
  • Upper clothing - 3,500 triangles

  • Bottoms - 3,000 triangles

  • Shoes - 1,500 triangles

  • Full Suits - 5,000 triangles

Mask

Pivot points

Pivots (origins) of empty Cage, mask and armature must be in zero coordinates (x=0,y=0,z=0)

UV Layout

UV Layout uses general standards. No unique features on Roblox Layered here.

Check general UV Layout requirements here.

Texturing

Texturing can be done in any software convenient for you, as long as the result is 4 textures:

  • diffuse

  • metallic

  • normal map

  • roughness.

Textures for glb file also requiered and contains of these textures:

  • albedo

  • normal map

  • orm

Texture resolution limits:
  • Upper clothing - 1024х1024

  • Bottoms - 1024х1024

  • Shoes - 256х256

  • Full Suits - 1024х1024

Rigging

The scene which should be used for modelling clothes is provided by Roblox.

You can download it here.

The file will contain all the necessary files, which are:

  • Armature - rig provided by Roblox, which we will apply to our model

  • Inner and OuterCage - essential components of the project. With the help of these cages, it is determined how clothes will be put clothes on the avatar

  • InnerCage - is used as a mannequin for clothes

  • OuterCage - covers the clothes

  • Attachment Points - these are spheres that are used to attach clothes to a mannequin. Each Attachment is suitable for a different type of clothing: BodyFront_Att - T-Shirt, Shirts, Sweaters, Jackets

    WaistCenter_Att - Pants, Shorts, Dresses and Skirts

    RightFoot_Att - Right Shoes Foot

    LeftFoot_Att - Left Shoes Foot

You have to choose only one Attachment and remove the others from the scene. Detailed information about attachment points can be found here

Weights

Assign the armature and weights correctly so that the accessories can move naturally in different poses.

Once you have combined armature and mesh, you will get vertex groups to which the weights should be assigned

Roblox requires limiting the number of weights per vertex by 4

After that, you can get to work, but before that, we advise you to study examples of work.

It will also help to understand which vertex group is responsible for which area.

How to unload a model in Roblox for testing can be studied here.

You can also watch a video with a step-by-step explanation.

Paint layers

Paint layers use general standards. No unique features on Roblox Layered here.

Check general Paint Layers requirements here.

Naming

Naming uses general standards, but the names of textures have a unique tag at the end that must be added for proper work in Roblox.

For example:
  • Albedo texture - rbl_130422_timvs_redskirt_DIF

  • Metallic texture - rbl_130422_timvs_redskirt_MET

  • Normal map texture - rbl_130422_timvs_redskirt_NOR

  • Roughness texture - rbl_130422_timvs_redskirt_RGH

You need to use only big letters for tags as in the example

Textures used in glb require general naming standarts

Check general Naming requirements here.

Morphing

Morphing for the Roblox Layered is optional now and requires testing. Nevertheless, you can check the general requirements here:

Check general Morphing requirements here.

Exporting

You will need to export your model with bones in FBX and GLB formats.

To import your model into Roblox Studio you will need FBX format.

"Be sure to clean out any excess files from your Blender file before exporting to FBX and GLB format"

FBX

FBX should contain everything except:

  • mask

  • materials

Remove the Add Leaf Bones check box from the .fbx export menu under Armature. The rest of the default settings for the Blender .fbx export can be left untouched.

The exported .fbx model must have at least 1 attachment point

GLB

This file will be used as a preview model in Customuse.

The GLB file must contain the following:

  1. Mask

  2. Armature

  3. Mesh

  4. Material with textures

Everything else must be deleted! The glb export settings should be left default.

Roblox Studio

Model testing

Before you pass the model, make sure that everything is working properly. You can do this by uploading an Asset to Roblox Studio.

How to download and test an asset in Roblox Studio you can learn by watching this video and reading this Roblox guideline.

As a basic quality standard, we suggest to test model using the basic avatar r15.

It is acceptable that assets may have small artefacts in the hips and legs during testing. This is a variant of the norm, but it is better to avoid the appearance of artefacts in any form.

It is necessary to check clothes on different avatars.

You can study an example of quality work here

Final check and upload

The final folder with all the files

  1. Exported paint layers as well as the mask layer

  2. Blender file

  3. FBX file exported from Blender

  4. GLB file exported from Blender

  5. PSD file from photoshop with all layers

  6. All textures in the correct resolution and file size

  7. Blender file

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