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update rules
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.cursor/rules/roblox/en-us/makeup/import.md
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.cursor/rules/roblox/en-us/makeup/import.md
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---
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title: Import into Studio
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description: Makeup is a cosmetic look made up of multiple facial textures and optional eyebrow and eyelashes.
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---
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<Alert severity ='warning'>
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This feature is currently in beta. Enable it through **File** ⟩ **Beta Features** ⟩ **Avatar Makeup**. The information provided is subject to change and is intended to prepare creators for the final release. For the latest news and updates, see the [DevForum announcement](https://devforum.roblox.com/t/studio-beta-introducing-avatar-makeup/3973764).
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</Alert>
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## Import into Studio
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If you are following the [common practice](./index.md#creation-process) of authoring makeup changes in a third-party tool, use the following import instructions to get your custom makeup textures into Roblox Studio:
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<Alert severity = 'info'>
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These instructions apply specifically to the Makeup test place, available in the [Makeup Beta downloadable resource](https://github.com/Roblox/avatar/tree/main/Makeup), which uses a script to programmatically apply a Decal to the face of the associated character
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</Alert>
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1. Before importing into Studio, ensure that your `.fbx` or `.gltf` template file is [correctly configured](specifications.md).
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1. Primarily, ensure that your model includes:
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- Target head mesh
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- Target head cage mesh
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- If modified, `Lips` mesh and associated textures.
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- If modified, `Face` mesh and associated textures.
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- If modified, `Eyes` mesh and associated textures.
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2. In Studio, open up the Makeup test place.
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3. Click **File** > **Import 3D** and select your 3D makeup asset. Verify there are no errors with the imported components.
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4. Click **Import** to add the file into Studio. A new `Model` populates in the workspace.
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5. In the Explorer, expand the new `Model`. Verify that `Decal` child objects have populated, each with their own `WrapTextureTransfer` child object.
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<GridContainer numColumns="2">
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<figure><img src="../assets/makeup/Imported-DataModel.png" width = "80%"/><figcaption>On import, makeup decals appear within the Model. </figcaption></figure>
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<figure><img src="../assets/makeup/Makeup-Studio-Datamodel.png" width = "60%" /><figcaption>Each decal parents a WrapTextureTransfer object</figcaption></figure>
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</GridContainer>
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6. In the test place, copy your new `Decal` objects into a character model's `Makeup` folder.
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1. If you want to apply eyebrows or eyelashes, move those `MeshParts` into the character's `Accessories` folder. For this place file, you do not need to convert eyelashes and eyebrows into Accessories first.
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<img src="../assets/makeup/Makeup-Character-Folders.png" />
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7. Press **Play** to playtest and verify that the character has the new makeup applied.
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## Test with Avatar Setup
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<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/rHkHXl4Qkpg" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
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<br />
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You can also use the Avatar Setup tool to preview makeup assets without playtesting.
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1. Open the Avatar Setup tool by navigating to **Avatar** > **Setup**.
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2. Select the model you would like to preview your assets on.
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3. **For makeup decals,** such as eyes, face, and lips:
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1. In the Explorer, select any makeup decal assets you want to add into the Avatar Setup preview.
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1. The preview only supports valid makeup decals with a child `Class.WrapTextureTransfer`.
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2. In the Avatar Setup panel, click the **+** symbol to add the assets to the Avatar Setup tool.
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3. In the new prompt, specify the makeup asset type (eyes, face, lips), for each decal selected.
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4. **For makeup meshes**, such as eyebrows and eyelashes:
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1. In the Explorer, move the `Class.MeshPart` objects as children within the avatar model in the Explorer, and then clicking the **+** button to add them to Avatar Setup.
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5. In the Avatar Setup panel, navigate to the **Face** > **Makeup** tab and validate that your assets were properly imported into the tool.
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6. Click on assets to equip them in your preview.
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1. Change the order of the assets by dragging their icons on the right side of the preview box.
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2. Click **X** to remove them from your avatar preview.
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7. To see how makeup animates, navigate to the **Animations** tab, and test various sequences to see what your avatar looks like with the makeup applied.
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For the best results during this beta period, use the avatars provided from Roblox in the test place. You may also bring in any other avatar, but the quality of the makeup fit depends on the head's underlying cage, which may result in varied appearance if not properly aligned.
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234
.cursor/rules/roblox/en-us/makeup/index.md
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.cursor/rules/roblox/en-us/makeup/index.md
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---
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title: Makeup
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description: Makeup is a cosmetic look made up of multiple facial textures and optional eyebrow and eyelashes.
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---
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<Alert severity ='warning'>
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This feature is currently in beta. Enable it through **File** ⟩ **Beta Features** ⟩ **Avatar Makeup**. The information provided is subject to change and is intended to prepare creators for the final release. For the latest news and updates, see the [DevForum announcement](https://devforum.roblox.com/t/studio-beta-introducing-avatar-makeup/3973764).
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</Alert>
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**Makeup** is a cosmetic look available for Roblox characters that allows additional expression, allowing you to add elements like eyeshadow, lipstick, scars, glitter, and blush. This feature uses a combination of specialized facial textures and optional eyebrow and eyelash mesh assets.
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<center>
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<figure>
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<img src="../assets/makeup/Makeup-Full-Render.png" width="55%" />
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<figcaption><center>A character model head, with a smokey eye effect, natural lipstick, and cheek and forehead adornments. <br />You can [download](#resources) this template and a test place file.</center></figcaption>
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</figure>
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</center>
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## Components of makeup
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Makeup is made up of multiple textures baked into a `Class.Decal` that you can apply to a face of a character. There are three primary regions of the face (eyes, lips, face/cheeks) that you can apply textures to. Each region has some overlapping surfaces with other regions.
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<GridContainer numColumns="3">
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<figure><img src="../assets/makeup/Makeup-Eye-Section.png" /><figcaption>Eye region</figcaption></figure>
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<figure><img src="../assets/makeup/Makeup-Mouth-Section.png" /><figcaption>Lips region</figcaption></figure>
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<figure><img src="../assets/makeup/Makeup-Face-Section.png" /><figcaption>Face/cheek region</figcaption></figure>
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</GridContainer>
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You can optionally include eyebrows and eyelashes with makeup. These are `Class.Model` containing `Class.MeshPart` objects with skinning and caging data.
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<GridContainer numColumns="2">
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<figure><img src="../assets/makeup/Makeup-Eye-Acc.png" /><figcaption>Eyebrow and eyelash mesh objects</figcaption></figure>
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<figure><img src="../assets/makeup/Makeup-Eye-Accessory-Datamodel.png" /><figcaption>Eyebrow and eyelash data model</figcaption></figure>
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</GridContainer>
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You can quickly apply any makeup `Decal` objects and accessories by dragging them from the imported reference head into the appropriate character's `Makeup` or `Accessories` folder.
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<GridContainer numColumns="2">
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<figure><img src="../assets/makeup/Imported-DataModel.png" /><figcaption>On import, the decals are automatically generated within the **imported model**.</figcaption></figure>
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<figure><img src="../assets/makeup/Makeup-Character-Folders.png" /><figcaption>In the demo place, move the generated decals into the character's **Makeup folder** to apply makeup.</figcaption></figure>
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</GridContainer>
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<Alert severity = 'warning'>
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Makeup assets intended for the Marketplace can include up to 6 total decals, comprised of any combination of regions.
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</Alert>
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### Makeup template
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The makeup template resource, available in the [Makeup Beta downloadable resource](#resources) is a 3D model asset that allows creators to quickly import premade makeup assets into their own 3D modeling tools where you can modify, create, and preview your own makeup assets.
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<GridContainer numColumns="2">
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<figure><img src="../assets/makeup/Makeup-Full-Render.png" /><figcaption>Reference template render</figcaption></figure>
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<figure><img src="../assets/makeup/Makeup-Blender-Datamodel.png" /><figcaption>Reference template data model</figcaption></figure>
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</GridContainer>
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The makeup template includes the following:
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- Target head mesh object and target head cage mesh object.
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- Eye region mesh, fully linked to reference PBR textures
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- Lip region mesh, fully linked to reference PBR textures
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- Multiple face region mesh objects, fully linked to reference PBR textures
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- Eyebrows and eyelash mesh objects.
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For a general workflow on authoring makeup using the template, see [the makeup creation process](#creation-process).
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## Creation process
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<Alert severity ='info'>
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Makeup is currently in beta. Check out the DevForum announcement for the latest information on additional features, tools, and details regarding creating or implementing makeup.
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</Alert>
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<GridContainer numColumns="3">
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<figure><img src="../assets/makeup/Creation-Steps-1.png" /><figcaption>Download the 3D reference template head and texture templates applicable to your workflow.</figcaption></figure>
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<figure><img src="../assets/makeup/Creation-Steps-2.png" /><figcaption>Modify the texture images in the tools of your choice.</figcaption></figure>
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<figure><img src="../assets/makeup/Creation-Steps-3.png" /><figcaption>In Blender/Maya, replace the textures in the template with your new textures and export. </figcaption></figure>
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</GridContainer>
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While you can easily swap decal images in Studio to make a quick change to a character's makeup, the following instructions is a best practice for implementing PBR-based textures into Roblox makeup at scale. This process requires:
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- The [Makeup test place and template files](#resources)
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- A 3D modeling tool such as [Blender](https://www.blender.org/) or [Maya](https://www.autodesk.com/products/maya/overview)
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- Any PBR texturing software, such as [Substance Painter](https://www.adobe.com/products/substance3d/apps/painter.html), [Materialize](http://boundingboxsoftware.com/materialize/index.php), or plugins like [Ucupaint](https://extensions.blender.org/add-ons/ucupaint/) (Blender).
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<Alert severity ='warning'>
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This process assumes a proficiency in 3D modeling software such as Blender or Maya and understand how to update, replace, export, save, and alter materials within your modeling tool and any additional texturing software or plugins.
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As always with 3D art and creation workflows, there are many ways to achieve a specific goal and that is no different for makeup and your own PBR publishing flow.
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</Alert>
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1. Download a [reference template head](#resources) and open it in the general modeling software of your choice.
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1. You can choose between a **reference mesh** and **reference cage** templates. The authoring flow is the same between these two, but **reference mesh** may be easier for artists to visualize the applicable region of the makeup texture.
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2. Using your texturing tools or an image editing software, modify the texture images associated with the different regions: `TransferTexture_Eyes`, `TransferTexture_Face`, or `TransferTexture_Lips`.
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3. When you've created your new texture images, use Blender or Maya to replace the existing file textures in the template.
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4. Export the entire template file as a `.fbx`or `.gltf`. See [Export specifications](../art/modeling/export-requirements.md) for additional export instructions from Maya or Blender.
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5. [Import](./import.md) the template file into Studio. Studio should automatically detect your mesh object names and associated textures and generate `Decal` objects.
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<img src="../assets/makeup/Imported-DataModel.png" />
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6. Apply any makeup decals or eyebrow and eyelash accessories to characters in the test place by dropping makeup assets in the appropriate character's `Makeup` or `Accessories` folder.
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<img src="../assets/makeup/Makeup-Character-Folders.png" />
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7. Press Play, and navigate to the character with new makeup assets to preview.
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## Resources
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The following are downloadable resources. See [Template heads](#template-heads) for required 3D models to import makeup assets with. See [Template textures](#template-textures) for additional image and project files available for your convenience and refernece.
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### Template heads
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<Grid container alignItems="stretch" style={{}}>
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<Grid item xs={12} md={6} lg={4} style={{ padding: 6, display: 'flex' }}>
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<Card style={{ flex: 1, display: 'flex', flexDirection: 'column' }}>
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<CardContent style={{ flexGrow: 1 }}>
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<center>Blender template reference files</center>
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<figure>
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<center> <img src="../assets/makeup/resources/Blender-Thumbnail.png" width="100%" /> </center>
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</figure>
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<figure>
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A comprehensive `.zip` folder of Blender assets, including multiple reference heads pre-configured for testing in the Makeup test place or for authoring your own makeup. <br /><br />Includes both Cage and Reference Mesh Head templates.
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</figure>
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</CardContent>
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<CardActions style={{bottom: 0, width: '100%'}}>
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<Button href="../assets/makeup/resources/Makeup-Reference-Blender.zip" fullWidth size='large' color='primary' variant='contained' style={{marginBottom:"4px;"}}>Download</Button>
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</CardActions>
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</Card>
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</Grid>
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<Grid item xs={12} md={6} lg={4} style={{ padding: 6, display: 'flex' }}>
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<Card style={{ flex: 1, display: 'flex', flexDirection: 'column' }}>
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<CardContent style={{ flexGrow: 1 }}>
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<center>Maya template reference files</center>
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<figure>
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<center> <img src="../assets/makeup/resources/Maya-Thumbnail.png" width="100%" /> </center>
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</figure>
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<figure>
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A comprehensive `.zip` folder of Maya assets, including multiple reference heads pre-configured for testing in the Makeup test place or for authoring your own makeup. <br /><br />Includes both Cage and Reference Mesh Head templates.
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</figure>
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</CardContent>
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<CardActions style={{bottom: 0, width: '100%'}}>
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<Button href="../assets/makeup/resources/Makeup-Reference-Maya.zip" fullWidth size='large' color='primary' variant='contained' style={{marginBottom:"4px;"}}>Download</Button>
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</CardActions>
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</Card>
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</Grid>
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<Grid item xs={12} md={6} lg={4} style={{ padding: 6, display: 'flex' }}>
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<Card style={{ flex: 1, display: 'flex', flexDirection: 'column' }}>
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<CardContent style={{ flexGrow: 1 }}>
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<center>FBX / GLTF template reference files</center>
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<figure>
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<center> <img src="../assets/makeup/resources/Fbx-Thumbnail.png" width="100%" /> </center>
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</figure>
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<figure>
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A comprehensive `.zip` folder of `.fbx` and `.gltf` assets, including multiple reference heads pre-configured for testing in the Makeup test place or for authoring your own makeup. <br /><br />Includes both Cage and Reference Mesh Head templates.
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</figure>
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</CardContent>
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<CardActions style={{bottom: 0, width: '100%'}}>
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<Button href="../assets/makeup/resources/Makeup-Reference-Fbx-Gltf.zip" fullWidth size='large' color='primary' variant='contained' style={{marginBottom:"4px;"}}>Download</Button>
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</CardActions>
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</Card>
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</Grid>
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</Grid>
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### Template textures
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<Grid container alignItems="stretch" style={{}}>
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<Grid item xs={12} md={6} lg={4} style={{ padding: 6, display: 'flex' }}>
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<Card style={{ flex: 1, display: 'flex', flexDirection: 'column' }}>
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<CardContent style={{ flexGrow: 1 }}>
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<center>Photoshop / GIMP texture images</center>
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<figure>
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<center>
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<img src="../assets/makeup/resources/Photoshop-Thumbnail.png" width="100%" />
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</center>
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</figure>
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<figure>
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A comprehensive `.zip` folder texture images for use in Photoshop or your preferred image editor.
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<br />
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When you are finished making changes to these texture images, swap out the textures in the template head using Blender/Maya and import the reference head with new textures into Studio.
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</figure>
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</CardContent>
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<CardActions style={{ width: '100%' }}>
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<Button
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href="../assets/makeup/resources/Makeup-Textures-Photoshop_Gimp.zip"
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fullWidth
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size="large"
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color="primary"
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variant="contained"
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style={{ marginBottom: '4px' }}
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>
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Download
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</Button>
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</CardActions>
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</Card>
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||||
</Grid>
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||||
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<Grid item xs={12} md={6} lg={4} style={{ padding: 6, display: 'flex' }}>
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<Card style={{ flex: 1, display: 'flex', flexDirection: 'column' }}>
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<CardContent style={{ flexGrow: 1 }}>
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<center>Substance Painter files</center>
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<figure>
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<center>
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<img src="../assets/makeup/resources/Substance-Thumbnail.png" width="100%" />
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</center>
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</figure>
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<figure>
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A comprehensive `.zip` folder texture files for use in Substance Painter, an industry-standard PBR authoring software.
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<br />
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When you are finished making changes to these texture images, swap out the textures in the template head using Blender/Maya and import the reference head with new textures into Studio.
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</figure>
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</CardContent>
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<CardActions style={{ width: '100%' }}>
|
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<Button
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href="../assets/makeup/resources/Makeup-Textures-SubstancePainter.zip"
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fullWidth
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size="large"
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||||
color="primary"
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variant="contained"
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||||
style={{ marginBottom: '4px' }}
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>
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Download
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</Button>
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</CardActions>
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||||
</Card>
|
||||
</Grid>
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</Grid>
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119
.cursor/rules/roblox/en-us/makeup/reassign-textures.md
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119
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---
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title: Reassign textures
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description: To import custom makeup, replace the existing textures on the head template with your custom textures.
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---
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<Alert severity ='warning'>
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||||
This feature is currently in beta. Enable it through **File** ⟩ **Beta Features** ⟩ **Avatar Makeup**. The information provided is subject to change and is intended to prepare creators for the final release. For the latest news and updates, see the [DevForum announcement](https://devforum.roblox.com/t/studio-beta-introducing-avatar-makeup/3973764).
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</Alert>
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To import custom makeup textures, use Blender or Maya to reassign the existing textures on the reference template head to your custom texture images. After replacing the textures, export the entire head model and [import](./import.md) the model into Roblox Studio.
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<Alert severity = 'warning'>
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The following information is **specific for applying makeup textures to the Roblox provided head reference**, which already has PBR texture nodes assigned. For more information on assigning textures from scratch, see [Assign textures in Blender and Maya](../art/modeling/assign-textures.md).
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</Alert>
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## Video workflows
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The following are video workflows for various tasks in exporting textures from a texture editing tool and reconnecting them in Blender and Maya.
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<BaseAccordion>
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<AccordionSummary>
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<Typography variant="label1">Reassigning textures in Blender</Typography>
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</AccordionSummary>
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<AccordionDetails>
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<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/B0y5fLlwkF0" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe><br /><br />
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Additional notes:
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- In the video, the presenter opts to clear all existing image links by navigating to **File** > **External Data** > **Unpack Resources** and selecting **Remove Pack**.
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- This is a method to unassign all images, equivalent to the [Blender](#blender) reassignment step #5.
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</AccordionDetails>
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</BaseAccordion>
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<BaseAccordion>
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<AccordionSummary>
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<Typography variant="label1">Reassigning textures in Maya</Typography>
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</AccordionSummary>
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<AccordionDetails>
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<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/JaX5rcsStvQ" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
|
||||
|
||||
</AccordionDetails>
|
||||
</BaseAccordion>
|
||||
|
||||
<BaseAccordion>
|
||||
<AccordionSummary>
|
||||
<Typography variant="label1">Exporting textures from Photoshop</Typography>
|
||||
</AccordionSummary>
|
||||
<AccordionDetails>
|
||||
<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/0se12PNhVCI" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe><br /><br />
|
||||
|
||||
Additional notes:
|
||||
|
||||
- In the video, the presenter uses **File** > **Export** > **Layers to Files** to export each layer as its own `.png` file.
|
||||
|
||||
</AccordionDetails>
|
||||
</BaseAccordion>
|
||||
|
||||
<BaseAccordion>
|
||||
<AccordionSummary>
|
||||
<Typography variant="label1">Exporting textures from Substance Painter</Typography>
|
||||
</AccordionSummary>
|
||||
<AccordionDetails>
|
||||
<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/g79GBh0AcXA" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
|
||||
</AccordionDetails>
|
||||
</BaseAccordion>
|
||||
|
||||
## Blender
|
||||
|
||||
1. Unzip and open the [Blender reference head file](../assets/makeup/resources/Makeup-Reference-Blender.zip).
|
||||
2. Switch to the Shading tab.
|
||||
3. In the Outliner, expand the Makeup collection and select the face region you intend to replace textures for.
|
||||
|
||||
<img src="../assets/makeup/resources/Blender-Select-Region.png" width="40%" />
|
||||
|
||||
4. In the node graph, select the texture image you intend to update, such as `Neutral_FaceDecal_ALB.png`
|
||||
5. Click the **X** to remove the existing image assignment.
|
||||
|
||||
<img src="../assets/makeup/resources/Blender-Unlink-Image.png" width="40%" />
|
||||
|
||||
6. Click the folder icon to browse for a new image.
|
||||
|
||||
<img src="../assets/makeup/resources/Blender-Assign-New.png" width="40%" />
|
||||
|
||||
7. Repeat for all PBR textures that you intend to replace.
|
||||
8. Delete any texture nodes you are not using.
|
||||
9. Verify your final node graph looks similar to the original reference with nothing unintentionally missing.
|
||||
<img src="../assets/makeup/resources/Blender-Expected-Nodes.png" width="90%" />
|
||||
|
||||
<Alert severity ='success'>
|
||||
After replacing your PBR textures, [export the entire head](../art/modeling/export-requirements.md#blender) and follow instructions to [import into Studio](./import.md).
|
||||
</Alert>
|
||||
|
||||
## Maya
|
||||
|
||||
1. Unzip and open the Maya [reference head file](../assets/makeup/resources/Makeup-Reference-Maya.zip).
|
||||
2. In the Status Line near the top of the default layout, click on the Hypershade icon.
|
||||
|
||||
<img src="../assets/makeup/resources/Maya-Select-Hypershade.png" width="65%" />
|
||||
|
||||
3. Move your mouse over the material's texture you intend to replace.
|
||||
4. Click and hold right mouse-click and drag the selector to **Graph Network**.
|
||||
|
||||
<img src="../assets/makeup/resources/Maya-Select-Graph-Network.png" width="65%" />
|
||||
|
||||
5. In the newly displayed node graph, click on the Texture Node you intend to replace, such as `Neutral_Eyes_ALB.png`.
|
||||
6. In the right Property Editor, navigate to Image Name and click the folder icon. A file browser displays.
|
||||
|
||||
<img src="../assets/makeup/resources/Maya-Replace-Texture.png" width="90%" />
|
||||
|
||||
1. Select the texture image file you want to use as a replacement.
|
||||
2. Repeat for all PBR textures that you intend to replace.
|
||||
3. Delete any texture nodes you are not using.
|
||||
4. Verify your final node graph looks similar to the original reference with nothing unintentionally missing.
|
||||
<img src="../assets/makeup/resources/Maya-Expected-Nodes.png" width="90%" />
|
||||
|
||||
<Alert severity ='success'>
|
||||
After replacing your PBR textures, [export the entire head](../art/modeling/export-requirements.md#maya) and follow instructions to [import into Studio](./import.md).
|
||||
</Alert>
|
||||
55
.cursor/rules/roblox/en-us/makeup/specifications.md
Normal file
55
.cursor/rules/roblox/en-us/makeup/specifications.md
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
---
|
||||
title: Makeup specifications
|
||||
description: Makeup is a cosmetic look made up of multiple facial textures and optional eyebrow and eyelashes.
|
||||
---
|
||||
|
||||
<Alert severity ='warning'>
|
||||
This feature is currently in beta. Enable it through **File** ⟩ **Beta Features** ⟩ **Avatar Makeup**. The information provided is subject to change and is intended to prepare creators for the final release. For the latest news and updates, see the [DevForum announcement](https://devforum.roblox.com/t/studio-beta-introducing-avatar-makeup/3973764).
|
||||
</Alert>
|
||||
|
||||
Makeup is a unique avatar asset that converts a combination of textures into a single `Decal` object that is applied over a character's face. Makeup can also include optional eyebrows and eyelashes, which are MeshPart accessories that include their own textures.
|
||||
|
||||
<Alert severity = 'warning'>
|
||||
<AlertTitle>If creating other types of 3D models:</AlertTitle>
|
||||
<ul>
|
||||
<li>For generic meshes, see [general mesh specifications](../art/modeling/specifications.md) and [general export settings](../art/modeling/export-requirements.md).</li> <br />
|
||||
<li>For layered accessories, see [layered accessory specifications](../art/accessories/clothing-specifications.md) and [layered export settings](../art/accessories/clothing-export-settings.md).</li> <br />
|
||||
<li>For avatar characters, see [avatar specifications](../art/characters/specifications.md) and [avatar export settings](../art/characters/export-settings.md).</li>
|
||||
</ul>
|
||||
</Alert>
|
||||
|
||||
## General
|
||||
|
||||
If you are following the best practice creation process, ensure that your template file submission includes the following correctly configured and named objects:
|
||||
|
||||
<img src="../assets/makeup/Makeup-Blender-Datamodel.png" width="55%" />
|
||||
|
||||
- A **head mesh object** and associated **cage mesh object**.
|
||||
- These two objects must include the prefix "TransferTarget_" in their name.
|
||||
- **TransferTexture mesh objects** for each region: `Eyes`, `Face`, `Lips`.
|
||||
- These three objects must follow the following naming conventions.
|
||||
- `TransferTexture_Eyes_01`
|
||||
- `TransferTexture_Lips_01`
|
||||
- `TransferTexture_Face_01`
|
||||
- Any for multiple regions, increment the affix number: `TransferTexture_Face_02`
|
||||
- Optional [eyebrows and eyelashes](#optional-eyebrows-and-eyelashes).
|
||||
|
||||
<Alert severity = 'warning'>
|
||||
The [provided Roblox makeup template head](https://github.com/Roblox/avatar/tree/main/Makeup) should already be properly configure with the correct objects and naming convention. To prevent issues with import, avoid renaming or deleting the data model of the template head when creating your own makeup.
|
||||
</Alert>
|
||||
|
||||
## Decals and textures
|
||||
|
||||
Textures created for accessories must meet Roblox's [texture specifications](../art/modeling/texture-specifications.md). For additional information on PBR textures, see [PBR textures](../art/modeling/surface-appearance.md).
|
||||
|
||||
## (Optional) Eyebrows and eyelashes
|
||||
|
||||
Eyebrows and eyelashes are layered accessories, meaning that they must meet [layered clothing accessory requirements](../art/accessories/clothing-specifications.md), notably:
|
||||
|
||||
- **Cage data** - Eyebrows and eyelashes each require their own inner and outer cage.
|
||||
<img src="../assets/makeup/Makeup-Eye-Accessory-Datamodel.png" width="55%" />
|
||||
|
||||
- Eyebrows and eyelashes can also take advantage of automatic skinning, specifically with [special skinning joints](../art/accessories/automatic-skinning-transfer.md#special-skinning-transfer-joints).
|
||||
|
||||
- **Geometry size** - Eye accessories can't exceed [maximum dimensions](../art/accessories/clothing-specifications.md) for their asset type.
|
||||
- **Budgets** - Eye accessories can't exceed 4k triangles each.
|
||||
Loading…
Add table
Add a link
Reference in a new issue