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Custom Meshes
External modeling is the use of a third-party modeling software to create custom meshes.

Custom meshes are 3D objects that enhance the visual appeal and uniqueness of your environment and characters. In Studio, custom meshes are represented as Class.MeshPart objects, and you can use them to create assets like characters, clothing, environment props, and cosmetics. To create a custom mesh, you must use a third-party modeling application, such as Blender or Maya, to design and model the asset before importing the 3D object into Studio.

Many 3D assets, like characters, are made up of several meshes and are represented in Studio as a single Class.Model. See Models for more information.

In Roblox, custom 3D assets generally fall under three types of applications:

  • Generic meshes or models you can use for environmental props, buildings, characters, and decoration within an experience.
  • Avatar models for users or non-player characters (NPCs).
  • Accessory models that character models can equip and wear, like clothing and cosmetics.

If you meet certain account requirements, you can publish and sell your avatar-ready models on the Marketplace and earn a commission for each sale. For more information, see Roblox's Avatar documentation.

A Roblox avatar wearing a glossy puffy jacket and jeans

Create custom accessories, clothing, and characters that anyone can wear and use

A floating alien creature in space, from the Beyond The Dark experience

Design a custom character unique to your experience

A cluttered interior room with a candle in the forefront and spooky interior lighting from the Mystery of Duvall Drive experience

Use custom meshes and models to give your environments ambiance and depth

Supported Meshes

Roblox supports many types of custom meshes, as long as they adhere to the general mesh specifications. A basic custom mesh consists of at least one mesh object and one texture:

A plain white tree mesh without a texture

A mesh object sets the shape and geometry of the 3D object

Various color maps used to apply textures to the tree bark, and inner, middle, and outer leaves

A texture image map applies a surface appearance and color

The tree mesh and the image maps combined to create a single tree

The mesh and texture combine to make a unique custom 3D object

Studio also supports meshes that include rigging and skinning data, PBR textures, and other Studio-related objects like cage meshes and attachments. Many of these various components are required if you are creating avatar character models or accessories.

Rigging and Skinning

A rigged mesh is a mesh with an internal poseable skeleton rig and bone structure. Rigged meshes allow mesh surfaces to rotate and move where internal bone joints are placed within a model, such as a character's knee or elbow. Skinning a rigged mesh allows the mesh object to bend organically, imitating the natural way joints would move in real life.

Without skinning, the entire head mesh rotates on a single axis With skinning, the head mesh bends naturally at the neck, and the bottom of the neck stays connected to the torso

For more information on rigging and skinning, see Rigging and Skinning.

PBR Textures

Physically-Based Rendering (PBR) textures allow you to represent realistic shading and lighting by using multiple types of texture images, or maps, on a single object. Combining multiple texture maps can more accurately simulate color, roughness, and reflectivity in any lighting environment and can enhance the visual elements of your assets and environment.

A realistic looking leafy bush with shadows and depth.

A realistic looking rock with moss on the top.

For more information on PBR textures, see PBR Textures.

Studio-Related Objects

Studio automatically converts certain types of objects found in 3D modeling files as specific workspace objects in the experience. These are typically used when creating a character or accessory, and configuring these in your modeling software can sometimes be the primary way of correctly setting up these Studio objects.

The following objects are automatically created in Studio if they are detected by the importer:

  • Class.Attachment - Created when Studio detects mesh objects that include _Att at the end of their name.
  • Class.WrapTarget - Created when Studio detects mesh objects that include _OuterCage at the end of their name.
  • Class.WrapLayer - Created when Studio detects a mesh object with _InnerCage and similarly named mesh object with _OuterCage at the end of their names.
  • Class.FaceControls - Created when Studio detects an avatar character head and the appropriate facial animation data in the model.

Resources

There are a variety of resources available for creators of all backgrounds to get started with custom meshes.

If you are interested in specific avatar creation topics, use the following table to find guides and resources that best match your needs:

Topic Resources
Reference Files [Example Models, Project Kits, Templates](../../art/modeling/project-files.md)
Technical Specs [.FBX Export Settings](../../art/modeling/export-requirements.md)

[General Mesh Specifications](../../art/modeling/specifications.md)

[Avatar Specifications](../../art/characters/specifications.md)

[Accessory Specifications](../../art/accessories/specifications.md)

[Marketplace Policy](../../art/marketplace/marketplace-policy.md)
Bodies and Clothing Creation [Accessories Overview](../../art/accessories/index.md)

[Bodies Overview](../../art/characters/index.md)

[Creating Face Accessories](../../art/characters/facial-animation/creating-face-accessories.md)

[Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md)

[Accessory Specifications](../../art/accessories/specifications.md)

[Marketplace Requirements](../../art/marketplace/marketplace-policy.md)
Texturing [Texturing Requirements](../../art/modeling/texture-specifications.md)

[PBR Textures](../../art/modeling/surface-appearance.md)
Rigging and Skinning [Rigging and Skinning Overview](../../art/modeling/rigging.md)

[Rigging Basic Meshes](../../art/modeling/rigging-a-simple-mesh.md)

[Rigging Facial Bones](../../art/characters/facial-animation/creating-basic-heads.md#rigging)

[Skinning Facial Bones](../../art/characters/facial-animation/creating-basic-heads.md#skinning-face-bones)

[Avatar Rig Requirements](../../art/characters/specifications.md#rigging)

[Auto Skin Transfer](../../art/accessories/automatic-skinning-transfer.md)
Facial Animation and Live Heads [Basic Head Creation](../../art/characters/facial-animation/creating-basic-heads.md)

[Creating Face Accessories](../../art/characters/facial-animation/creating-face-accessories.md)

[FACS Pose References](../../art/characters/facial-animation/facs-poses-reference.md)
Testing and Validation [Calisthenics Tool](../../art/modeling/calisthenics-tool.md)

[Clothing Validation Tool](../../art/accessories/validation-tool.md)
Publishing and Marketplace [Uploading to Marketplace](../../art/marketplace/publishing-to-marketplace.md)

[Marketplace Policy](../../art/marketplace/marketplace-policy.md)

[Fees and Commissions](../../art/marketplace/marketplace-fees-and-commissions.md)