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Single Garments

Single Garments

Getting Started

Creating single garments means that the users will be able to combine them as modular assets.

Garment Types

The first thing you have to do when creating a garment is to choose between one of the available categories:

  • Accesories: every asset located over the head. Examples: glasses, headphones.
  • Top garment: everything that goes in the superior part of the half of the avatar. Examples: hoodies, shirts.
  • Bottom garment: everything that goes in the inferior part of the half of the avatar. Examples: pants, skirts.
  • Shoes: everything that goes in the feet of the avatar. Examples: sneakers, sandals.

Download our Base Bodies

To start the model, download our base bodies. You should create your garment using them as a base, this way they will fit in our system:

3D Mesh and Polycount Requirements

caution

Polygon (triangles) limits:

  • Top: around 4k polygons. Never more than 5k.
  • Bottom: around 2k polygons. Never more than 3k.
  • Shoes: around 2k polygons. Never more than 3k.
  • Accessories: around 2k polygons. Never more than 3k.

Union Avatars use low-poly assets, optimized for real time platforms. Please ensure to create outfits with a clean topology and don't exceed the maximum polycount.

For detailed information on how to create the model, please check our 3D Model Documentation.

Garment example

You should also download this example garment, so you have a reference of all the things that we need:

Textures and Materials

For detailed information on how to create the textures and materials, please check our Textures and Materials Documentation.

Rigging and Skinning

For detailed information on how to do the rigging and skinning, please check our Rigging/Skinning Documentation.

Garment Metadata

To tell our system how to combine diferent garments, we use an extra file in json format. This file contains all the information required to be able to use your garment. Find all the information on how to create the metadata for your design in the Garment Metadata Documentation.

Garment Rules

If you create individual assets, they might be comptatible with other garments. Since our users can choose an almost infinite number of combinations of different garments to use in their avatars, we have to make sure that they are not going to break or collide. Please review this rules in the Garment Rules Documentation.

danger

It is very important to follow this rules. Otherwise your garment will not be compatible with our system and we will not be able to add it.



What do we expect to receive?


Deliverables

To export the final outfit, please validate your assets with the Blender add-on.

For detailed information to intall the Blender add-on, please check our Blender Add-on Documentation.

Files for Union Avatars

Once your garment is ready and validated, you should have as an output the following files:

  • Blend file: a file containing the garment and the armature.
  • Glb file: a glb export of the previous file ( please add draco compression setting).
  • Json file: a file containing the garment's metadata.

Naming convention

The files should have the following name:

v4_phr_Gender_Company_GarmentDescription

  • v4: is the version of the body you will be using.
  • phr: is the type of the avatar, stands for photorealistic.
  • Gender: either “female” or “male”
  • Company: the name of your company
danger

Extra meshes should not be added. Garments made of multiple pieces should be joined together. There is only one special case, the _NoHair object (see Creation Rules section).