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.cursor/rules/roblox/en-us/art/modeling/index.md
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---
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title: Custom meshes
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description: External modeling is the use of a third-party modeling software to create custom meshes.
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---
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**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](https://www.blender.org) or [Maya](https://www.autodesk.com/products/maya/overview), to design and model the asset before importing the 3D object into Studio.
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Many 3D assets, like characters, are made up of several meshes and are represented in Studio as a single `Class.Model`. See [Models](../../parts/models.md) for more information.
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In Roblox, custom 3D assets generally fall under three types of applications:
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- **Generic meshes or models** you can use for environmental props, buildings, characters, and decoration within an experience.
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- **Avatar models** for users or non-player characters (NPCs).
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- **Accessory models** that character models can equip and wear, like clothing and cosmetics.
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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 avatars](../../avatar/index.md).
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<GridContainer numColumns="3">
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<figure>
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<img src="../../assets/modeling/surface-appearance/Layered-Clothing-Example.png" alt="A Roblox avatar wearing a glossy puffy jacket and jeans"/>
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<figcaption>Create custom accessories, clothing, and characters that anyone can wear and use</figcaption>
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</figure>
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<figure>
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<img src="../../assets/modeling/meshes/Beyond-The-Dark-Example.png" alt="A floating alien creature in space, from the Beyond The Dark experience"/>
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<figcaption>Design a custom character unique to your experience</figcaption>
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</figure>
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<figure>
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<img src="../../assets/modeling/meshes/Mystery-of-Duvall-Example.png" alt="A cluttered interior room with a candle in the forefront and spooky interior lighting from the Mystery of Duvall Drive experience"/>
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<figcaption>Use custom meshes and models to give your environments ambiance and depth</figcaption>
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</figure>
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</GridContainer>
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## Supported meshes
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Roblox supports many types of custom meshes, as long as they adhere to the [general mesh specifications](../../art/modeling/specifications.md). A basic custom mesh consists of at least one mesh object and one texture:
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<GridContainer numColumns="3">
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<figure>
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<img src="../../assets/art/Basic-Mesh-Example.png" alt="A plain white tree mesh without a texture"/>
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<figcaption>A mesh object sets the shape and geometry of the 3D object</figcaption>
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</figure>
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<figure>
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<img src="../../assets/art/Basic-Texture-Example.png" alt="Various color maps used to apply textures to the tree bark, and inner, middle, and outer leaves"/>
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<figcaption>A texture image map applies a surface appearance and color</figcaption>
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</figure>
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<figure>
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<img src="../../assets/art/Basic-Mesh-Combined-Example.png" alt="The tree mesh and the image maps combined to create a single tree"/>
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<figcaption>The mesh and texture combine to make a unique custom 3D object</figcaption>
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</figure>
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</GridContainer>
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Studio also supports meshes that include [rigging and skinning](#rigging-and-skinning) data, [PBR textures](#pbr-textures), and other [Studio-related objects](#studio-related-objects) like cage meshes and attachments. Many of these various components are required if you are creating avatar character models or accessories.
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### Rigging and skinning
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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.
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<GridContainer numColumns="2">
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<figure>
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<video controls src="../../assets/modeling/skinned-meshes/Head-Rigid-Example.mp4"></video>
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<figcaption>Without skinning, the entire head mesh rotates on a single axis</figcaption>
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</figure>
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<figure>
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<video controls src="../../assets/modeling/skinned-meshes/Head-Skinned-Example.mp4"></video>
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<figcaption>With skinning, the head mesh bends naturally at the neck, and the bottom of the neck stays connected to the torso</figcaption>
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</figure>
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</GridContainer>
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For more information on rigging and skinning, see [Rigging and skinning](../../art/modeling/rigging.md).
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### PBR textures
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**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.
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<GridContainer numColumns="2">
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<img src="../../assets/modeling/surface-appearance/SurfaceAppearance-Example-1.jpg" alt="A realistic looking leafy bush with shadows and depth."/>
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<img src="../../assets/modeling/surface-appearance/SurfaceAppearance-Example-3.jpg" alt="A realistic looking rock with moss on the top." />
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</GridContainer>
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For more information on PBR textures, see [PBR textures](../../art/modeling/surface-appearance.md).
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### Studio-related objects
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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.
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The following objects are automatically created in Studio if they are detected by the importer:
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- `Class.Attachment` - Created when Studio detects mesh objects that include `_Att` at the end of their name.
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- `Class.WrapTarget` - Created when Studio detects mesh objects that include `_OuterCage` at the end of their name.
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- `Class.WrapLayer` - Created when Studio detects a mesh object with `_InnerCage` and similarly named mesh object with `_OuterCage` at the end of their names.
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- `Class.FaceControls` - Created when Studio detects an avatar character head and the appropriate facial animation data in the model.
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## Resources
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There are a variety of resources available for creators of all backgrounds to get started with custom meshes.
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If you are interested in specific avatar creation topics, use the following table to find guides and resources that best match your needs:
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<table>
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<thead>
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<tr>
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<th>Topic</th>
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<th>Resources</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>Reference files</td>
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<td>[Example models, project kits, and templates](../../art/modeling/project-files.md)</td>
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</tr>
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<tr>
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<td>Technical specs</td>
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<td>[.FBX export settings](../../art/modeling/export-requirements.md)<br /><br />[General mesh specifications](../../art/modeling/specifications.md)<br /><br />
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[Avatar specifications](../../art/characters/specifications.md)<br /><br />[Accessory specifications](../../art/accessories/specifications.md)<br /><br />[Marketplace policy](../../marketplace/marketplace-policy.md)</td>
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</tr>
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<tr>
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<td>Bodies and clothing creation</td>
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<td>[Accessories overview](../../art/accessories/index.md)<br /><br />[Bodies overview](../../art/characters/index.md)<br /><br />[Face accessory creation](../../art/characters/facial-animation/create-face-accessories.md)<br /><br />[Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md)<br /><br />[Accessory specifications](../../art/accessories/specifications.md)<br /><br />[Marketplace requirements](../../marketplace/marketplace-policy.md)</td>
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</tr>
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<tr>
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<td>Texturing</td>
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<td>[Texture specifications](../../art/modeling/texture-specifications.md)<br /><br />[PBR textures](../../art/modeling/surface-appearance.md)</td>
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</tr>
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<tr>
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<td>Rigging and skinning</td>
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<td>[Rigging and skinning overview](../../art/modeling/rigging.md)<br /><br />[Basic mesh rigging](../../art/modeling/rig-a-simple-mesh.md) <br /><br />[Facial bone rigging](../../art/characters/facial-animation/create-basic-heads.md#rigging)<br /><br />[Facial bone skinning](../../art/characters/facial-animation/create-basic-heads.md#skin-face-bones)<br /><br />[Avatar rigging requirements](../../art/characters/specifications.md#rigging)<br /><br />[Automatic skinning transfer](../../art/accessories/automatic-skinning-transfer.md)</td>
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</tr>
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<tr>
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<td>Facial animation and live heads</td>
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<td>[Basic head creation](../../art/characters/facial-animation/create-basic-heads.md)<br /><br />[Face accessory creation](../../art/characters/facial-animation/create-face-accessories.md)<br /><br />[FACS pose references](../../art/characters/facial-animation/facs-poses-reference.md)</td>
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</tr>
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<tr>
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<td>Testing and validation</td>
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<td>[Calisthenics Tool](../../art/modeling/calisthenics-tool.md)<br /><br />[Clothing Validation Tool](../../art/accessories/validation-tool.md)</td>
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</tr>
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<tr>
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<td>Publishing and Marketplace</td>
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<td>[Upload to Marketplace](../../marketplace/publish-to-marketplace.md)<br /><br />[Marketplace policy](../../marketplace/marketplace-policy.md)<br /><br />[Fees and commissions](../../marketplace/marketplace-fees-and-commissions.md)</td>
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</tr>
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</tbody>
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</table>
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