We will always use a LTS (long term support) version of Blender for our tooling. The current version our tool supports is Blender 4.2 LTS. You will have issues with newer versions of Blender, so make sure you download the latest 4.2 LTS release.
Technical Overview
Mesh Details:
- Final model format supported: FBX format only
- Triangle (tris) Count expectations: target 6-8k per full outfit set (LOD0)
- We require artists make 3 LODs (LOD0, LOD1, LOD2)
- LOD0
- used on high-end platforms when seen close up
- LOD1
- the starting LOD for mid to low-end platforms like mobile and untethered Quest
- shown on high-end platforms at a medium distance
- 65% the poly count of LOD0
- LOD2
- shown from a far distance and will usually look bad viewed close up
- 25% the poly count of LOD0
- Note: Each LOD can only be 1 mesh object per Avatar Item
- LOD0
Mesh Naming Conventions (for Blender rigging/export):
Examples:
- FB_BasicHoodie_Shirt_LOD1 (full body)
- MB_BasicHoodie_Shirt_LOD1 (bean body)
(“AvatarType_YourItemName_ItemType_LOD)
Valid Avatar Types:
- FB_ or MB_
Valid Item Types:
- _Hat
- _Neck
- _Hair
- _Mouth
- _Ear
- _Eye
- _Shoulder
- _Shirt
- _Leg
- _Shoe
- _Wrist
- _Belt
Glove/Wrist & Ear Item Specifics:
- FB_BoxingGlove_Wrist_LOD2.R
- FB_BoxingGlove_Wrist_LOD2.L
Always make the Right side first!
Texture/Material Details:
- Typically 1 material, 1 uv set, 1 texture set per Avatar Item
- Eye, Mouth, Hair all support up to 2 materials
- Combo items can have a material count matching the amount of secondary item slots
- Each texture map should be 1k (1024px by 1024px)
- PNG format
- Only Eye items support transparency and alpha textures at this time
- Supported PBR workflows: Specular or Metallic
- Under the hood Rec Room avatar materials are all Specular PBR, though!
- Supported Maps:
- Base Color (also known as Diffuse or Albedo)
- Occlusion Map
- Specular/Gloss, or Metallic/Roughness
- Emission
- Normal
Outfit Types:
Hat
Examples: Hats, Helmets, Headbands
Tri-count Limit:
- LOD0 - 1k
- LOD1 - 650
- LOD2 - 250
Neck
Examples: Scarves, Necklaces
Tri-count Limit:
- LOD0 - 1k
- LOD1 - 650
- LOD2 - 250
Hair
Examples: you know…hairstyles…on your head
Tri-count Limit:
- LOD0 - 1300
- LOD1 - 650
- LOD2 - 250
Mouth
Examples: Beards, Mustaches
Tri-count Limit:
- LOD0 - 750
- LOD1 - 475
- LOD2 - 150
Ear
Examples: Ear piercings, hearing aids, custom ear prosthetics
Tri-count Limit:
- LOD0 - 750
- LOD1 - 475
- LOD2 - 150
Eye
Examples: Glasses, Face Masks
Tri-count Limit:
- LOD0 - 1k
- LOD1 - 650
- LOD2 - 250
Shoulder
Examples: Back Items, guitars, wings
Tri-count Limit:
- LOD0 - 1k
- LOD1 - 650
- LOD2 - 250
Shirt
Examples: Shirts, Jackets, Dresses
Full Body Tri-count Limit:
- LOD0 - 3k
- LOD1 - 2k
- LOD2 - 750
Bean Body Tri-count Limit:
- LOD0 - 2200
- LOD1 - 1500
- LOD2 - 500
Leg
Examples: Pants, Shorts, Skirts
Tri-count Limit:
- LOD0 - 2500
- LOD1 - 1650
- LOD2 - 625
Shoe
Examples: Shoes, Sandals, Boots
Tri-count Limit: (both shoes together)
- LOD0 - 2k (1k per shoe)
- LOD1 - 1300
- LOD2 - 500
Wrist
Examples: Gloves, Wristbands, Bracelets
Tri-count Limit:
- LOD0 -1,500 per hand
- LOD1 - 1000 per hand
- LOD2 - 300 per hand
Belt
Examples: Belts, Floaties, some Skirts (if meant to be layered over leg items)
Tri-count Limit:
- LOD0 - 1k
- LOD1 - 650
- LOD2 - 250
Combo Items
Examples: Onesies, hoodie with hood up, overalls
Combo items are a unique case, you add the triangle limits together per slots you wish to use;
Hoodie Full body (Hat + Shirt)
- LOD0 - 4,000
- LOD1 - 2,650
- LOD2 - 1,000
Onesie Full body (Hat, Shirt, Wrist [R & L], Legs, Shoes)
- LOD0 - 11,500
- LOD1 - 7,600
- LOD2 - 2,725
Onesie Bean body (Hat, Shirt, Wrist [R & L])
-
LOD0 - 6,200
-
LOD1 - 4,150
-
LOD2 - 1,350
calculator for adding up LOD’s => AS Tri limits calculator - Google Sheets
Video tutorial on setting up combo items or onesies