Roblox Layered 3D
Guidelines for Roblox Layered clothing pipeline
Last updated
Guidelines for Roblox Layered clothing pipeline
Last updated
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.
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)
Chose reference
Please explore this material
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
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.
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.
Pivots (origins) of empty Cage, mask and armature must be in zero coordinates (x=0,y=0,z=0)
UV Layout uses general standards. No unique features on Roblox Layered here.
Check general UV Layout requirements here.
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
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
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 use general standards. No unique features on Roblox Layered here.
Check general Paint Layers requirements here.
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.
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 for the Roblox Layered is optional now and requires testing. Nevertheless, you can check the general requirements here:
Check general Morphing requirements here.
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 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
This file will be used as a preview model in Customuse.
The GLB file must contain the following:
Mask
Armature
Mesh
Material with textures
Everything else must be deleted! The glb export settings should be left default.
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
Exported paint layers as well as the mask layer
Blender file
FBX file exported from Blender
GLB file exported from Blender
PSD file from photoshop with all layers
All textures in the correct resolution and file size
Blender file
Blender and glb file must contatin mask mesh (mannequin that shows in editor on Customuse) You can find link to download this mask here
Mask should not have any Color Atribute