Rec Room Avatar Studio Outfit Specs

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

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])

Video tutorial on setting up combo items or onesies

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