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Single Garments

Creating single garments means that the users will be able to combine them to create a custom outfit that represents them the most.

Getting Started

Garment Type

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

  • Top garment: everything that goes in the upper half of the avatar. If you garment includes also the bottom part (for example a dress) it is also considered a top garment. Other examples: hoodies, shirts.
  • Bottom garment: everything that goes in the bottom half of the avatar. Examples: pants, skirts.
  • Shoes: everything that goes in the feet of the avatar. Examples: sneakers, sandals.
  • Accesories(WIP): every other garment that does not fit any of the three previous categories. Examples: glasses, gloves.

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.

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:

Example Garment

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

Technical Info

For detailed info on how to create the model, please check our Model Documentation.

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

For detailed info 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

Our garment system uses a very strict set of rules so the new garments are compatible with the rest of already created 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.


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?

The Files

  • Blend file: a file containing the garment and the armature
  • Glb file: a glb export of the previous file
  • Json file: a file containing the garment's metadata

The files should have the following name:


  • v3: is the version of the body you will be using. The latest version for complete outfits is the v3
  • phr: is the type of the avatar, stands for photorealistic.
  • Gender: either “female” or “male”
  • Company: the name of your company
  • GarmentDescription: descriptive name for the garment. Check the naming rules in the Garment Naming Documentation.

File Structure

The structure of the file that you have to deliver is pictured in the following example. It should just contain the armature given with the example body and the mesh of your garment parented to it:


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).