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---
title: Use the Accessory Fitting Tool
description: Use the Accessory Fitting Tool to convert your model to an rigid accessory.
next: /art/accessories/creating-rigid/publishing
prev: /art/accessories/creating-rigid/importing
---
After importing your asset into Studio, you can begin **fitting** your imported object to a mannequin and **converting** the `Class.Model` object into a `Class.Accessory`. When fitting and converting your accessory it's important to use the [Accessory Fitting Tool](../../../art/accessories/accessory-fitting-tool.md) (AFT) to correctly preview the placement and apply the correct configurations to your accessory.
<video controls src="../../../assets/art/accessories/creating-rigid/Converting.mp4" width="100%"></video>
To fit and generate your accessory:
1. In the toolbar's **Avatar** tab, click **Accessory** to open the AFT.
2. In the new AFT panel, select the **Part** field and, in the workspace, select the accessory `Class.MeshPart` object in the workspace and press **Next**.
3. Set **type** of asset to **Back**. Press **Next** when complete.
4. Using both the AFT preview window and the workspace, adjust the position, scale, and rotation of the accessory.
1. Use the AFT preview window and your mannequin as an accurate preview of how your asset fits on the character. The clothing mannequin in the workspace does not accurately portray how rigid accessories attach.
2. In the workspace, use the **Move**, **Scale**, and **Rotate** tools to adjust the positioning of your rigid accessory.
3. If you accidentally select something else, click back into the AFT panel to reselect the accessory and resume your adjustments using the transformation tools.
5. After previewing and fitting your asset, select the **dropdown** next to **Generate** button to select **Generate Legacy Accessory**. The accessory object populates in your viewport and in the **Explorer**.
- For rigid accessories that you intend to sell on the Marketplace you must use the [generate legacy accessory](../accessory-fitting-tool.md#generate-legacy-accessory) option when creating your Marketplace accessories.
<img src="../../../assets/accessories/accessory-fitting-tool/Generate-Legacy-Accessory.png" width ="60%" alt="A dropdown appears above the GenerateMeshPartAccessory when expanded, displaying a Generate Legacy Accessory option."/>
6. Test your accessory by equipping it to a character and using the **Avatar Setup** tool.
<video controls src="../../../assets/art/accessories/creating-rigid/Testing.mp4" width="100%"></video>
<Alert severity = 'success'>
After successful fitting and converting, your 3D model should populate in your project as a `Class.Accessory`. With this `Class.Accessory` you can perform any of the following:
- [Upload the accessory](../../../art/accessories/creating-rigid/publishing.md) to the Marketplace.
- Use the accessory in your current experience by equipping it to character models with [HumanoidDescription](../../../characters/appearance.md#manually-modify-appearance), or by dragging and dropping the accessory under the appropriate character `Class.Model` object.
- Save the accessory to your [Toolbox](../../../projects/assets/toolbox.md) to share or use within any of your experiences.
</Alert>

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---
title: Export from Blender
description: Use Blender's .fbx exporter with the correct settings to create a Studio-ready asset.
prev: /art/accessories/creating-rigid/texturing
next: /art/accessories/creating-rigid/importing
---
<video controls src="../../../assets/art/accessories/creating-rigid/Exporting.mp4" width="100%"></video>
After modeling and texturing your asset, you can begin the process of **exporting** your Blender project as a `.fbx` or `.gltf`. For up-to-date settings, see [Export settings](../../modeling/export-requirements.md).
<Alert severity ='warning'>
If you are creating your own accessory object, it's important to clean up your project, which can involve deleting or removing any extra objects, such as lights, cameras, or mannequins, to ensure you only export the accessory mesh, and applying any modifiers to your mesh object.
</Alert>
To export your model as a `.fbx`:
1. In the topbar, click **File**.
2. Select **Export**, then **FBX (.fbx)**.
3. On the right-hand side of the file view window, change the **Path Mode** property to **Copy**, then toggle the **Embed Textures** button.
<img src="../../../assets/modeling/skinned-meshes/Blender-Export-Settings-1.png" width="320" />
4. Set the **Transform** > **Scale** to `.01`. This is required to maintain scale size for `.fbx` exports.
<img src="../../../assets/modeling/skinned-meshes/Blender-Export-Settings-2.png" width="320" />
5. Click the **Export FBX** button.
<Alert severity = 'success'>
You've completed the exporting section of this tutorial. If desired, download a [reference sample](../../../assets/art/accessories/creating-rigid/Rigid_Mask_Export.fbx) of this exported file for comparison. You can use this reference in the next importing step.
</Alert>

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---
title: Use Studio's 3D Importer
description: Use Studio's 3D importer to import a third-party 3D model into Studio.
next: /art/accessories/creating-rigid/converting
prev: /art/accessories/creating-rigid/exporting
---
<video controls src="../../../assets/art/accessories/creating-rigid/Importing.mp4" width="100%"></video>
Studio's 3D Importer provides a quick and easy way to import third-party 3D `.fbx` or `.gltf` assets into your projects. The importer provides object previews and error-checking to ensure that your asset meets Studio's general 3D requirements.
<br />
To import your asset ([downloadable reference](../../../assets/art/accessories/creating-rigid/Chest-Texturing-Complete.fbx)):
1. From Studio's **File** menu, select **3D Importer**.
2. In the file browser, select the `.fbx` file saved locally. The 3D Importer loads a preview of the object.
1. If textures don't load for your asset, continue to the next step and add textures manually later.
3. Select **Import**.
1. The asset populates in your workspace as a `Class.Model` that contains a `Class.MeshPart` with the appropriate textures applied as a `Class.MeshPart.TextureID`.
2. If textures were not imported correctly, follow the instructions below to add the file manually.
<BaseAccordion>
<AccordionSummary>Add textures manually</AccordionSummary>
<AccordionDetails>
If textures didn't load correctly, add them manually. You may need to save and publish your experience in order to access the [Asset Manager](../../../projects/assets/manager.md).
1. In the **Asset Manager**, click the **Import** button.
2. Upload your image file.
3. After moderation clears for your image, select the `Class.MeshPart` parented within your imported `Class.Model`.
4. In the **TextureID** property, select the value field and add the asset ID of the texture image.
</AccordionDetails>
</BaseAccordion>
<Alert severity = 'success'>
After successful import, your model object should populate in your project as a `Class.Model` with the appropriate textures applied. See [3D Importer](../../../art/modeling/3d-importer.md) for additional information on import settings and troubleshooting.
</Alert>

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---
title: Rigid accessory creation
description: This tutorial covers the basic steps required to publish a custom asset on the Marketplace.
next: /art/accessories/creating-rigid/modeling-setup
---
<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/Eed29gV0hLA" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
<br /><br />
Rigid accessories are 3D objects that users can equip to their avatar characters in an experience or through Roblox's [Marketplace](https://www.roblox.com/catalog) and [Avatar Editor](https://www.roblox.com/my/avatar).
Unlike clothing or bodies, rigid accessories do not require additional configuration in a third-party application beyond modeling and texturing, rigid accessories are typically the most basic type of 3D avatar item to create.
This tutorial covers the basics of each step in the workflow to create your own simple 3D model in Blender and import it into Studio. From there, you can upload the accessory to the Marketplace to sell, save the asset to your toolbox, or use the asset in your experiences.
<Alert severity = 'warning'>
Creating, building, and sharing on Roblox is free. However, the last step of listing your item to sell requires a Premium Roblox account, an upload fee, and a publishing advance. For more information, see the [Marketplace policy](../../../marketplace/marketplace-policy.md#creator-requirements).
</Alert>
<GridContainer numColumns="2">
<figure>
<img src="../../../assets/art/accessories/creating-rigid/Chest-Blender.png" />
<figcaption>
3D mesh object created in Blender
</figcaption>
</figure>
<figure>
<img src="../../../assets/art/accessories/creating-rigid/Chest-Studio.png" />
<figcaption>
Mesh object equipped as an `Class.Accessory` in Studio
</figcaption>
</figure>
</GridContainer>
<Alert severity = 'info'>
While this content covers the Blender workflow with a provided reference example, you can apply the same concepts to other third-party modeling applications and custom assets.
</Alert>

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---
title: Box modeling
description: Create your basic rigid accessory model in Blender.
next: /art/accessories/creating-rigid/texturing
prev: /art/accessories/creating-rigid/
---
<img src="../../../assets/art/accessories/creating-rigid/Modeling-Complete.png" alt="A screenshot of blender showing the final 3d shape of a treasure chest in the viewport"/>
**Modeling** is the process of creating and shaping the 3D geometry of an object. **Box modeling** is a fundamental technique in 3D modeling combining basic shapes and steps to create a more complex object.
The following instructions are based off of the [Box Modeling 101 staff article](https://devforum.roblox.com/t/modeling-101-in-blender-box-modeling/2963814). The original article includes additional information, as well as Blender setup instructions, best practices, and advanced modeling examples that are not included in this accessory tutorial.
<Alert severity = 'warning'>
Whether you are using an existing shape or creating your own 3D object, it's important to consider [technical requirements](../../../art/accessories/specifications.md), such as keeping your geometry within a polycount budget, and [policy requirements](../../../marketplace/marketplace-policy.md), such as ensuring your design does not infringe on other creator's IP both within and outside of the Roblox ecosystem.
</Alert>
## General shape
<video controls src="../../../assets/art/accessories/creating-rigid/General-Shape.mp4" width="100%"></video>
In a new Blender file, delete everything except the starter cube, then create the basic shape of the treasure chest.
1. In a new project, select the non-cube objects and press <kbd>X</kbd> to delete.
2. Select the cube and press <kbd>S</kbd> for scale.
1. Press <kbd>Y</kbd> to lock scaling to the y-axis.
2. Drag with the mouse to create a rectangle.
3. Switch to Edit mode (<kbd>Tab</kbd>).
4. Near the Edit mode dropdown, select the Face selection.
5. Select the top face of the box and press <kbd>E</kbd> to extrude.
6. Drag your mouse to extrude the lid. Extend the lid to about half the height of the main body.
## Rounded lid
<video controls src="../../../assets/art/accessories/creating-rigid/Rounded-Lid.mp4" width="100%"></video>
Create the rounded lid shape using segmentation:
1. Near the Edit mode dropdown, select the Line selection.
2. Holding <kbd>Shift</kbd>, click the top front and back lines of your chest.
3. With both lines selected, press <kbd>Ctrl</kbd><kbd>B</kbd>/<kbd>⌘</kbd><kbd>B</kbd> to bevel.
4. In the context menu at the bottom right, set the number of segments to `6` and enable **Clamp Overlap**.
### Merge vertices
Sometimes tools like the **Bevel** tool may move vertices very close to each other without merging them. Use the Merge Vertices function to ensure that your object shares vertices wherever possible.
1. Near the Edit mode dropdown, select the Vertices selection.
2. Press <kbd>A</kbd> to select all vertices.
3. Right-click and select **Merge Vertices by Distance**.
4. In the pop-up modal, set the distance to `.01`.
## Side insets
<video controls src="../../../assets/art/accessories/creating-rigid/Side-Insets.mp4" width="100%"></video>
Create the left and right insets of your chest:
1. Near the Edit mode dropdown, select the Face selection.
2. Hold <kbd>Shift</kbd> and click both sides of your shape. This selects both the left and right faces.
3. Press <kbd>I</kbd> for inset. Drag the mouse to adjust the amount of inset for the new face.
1. Set the inset about the size of your bevel segmentations.
4. With your new insets selected, right-click and select **Extrude Along Normals**.
5. Use the mouse to drag and adjust the distance of extrusion into the chest.
## Front insets
Create the front and back insets of your chest by creating new lines and then extruding your faces between those lines.
### Vertical loop cuts
<video controls src="../../../assets/art/accessories/creating-rigid/Vertical-Loop-Cuts.mp4" width="100%"></video>
To create your vertical loop cuts:
1. Near the Edit mode dropdown, select the Line selection.
2. Press <kbd>A</kbd> to select the entire chest.
3. Use <kbd>Ctrl</kbd><kbd>R</kbd>/<kbd>⌘</kbd><kbd>R</kbd> to create a loop cut.
4. Using your mouse, hover over the object until the highlighted cut is vertical. Click to confirm.
5. In the context menu, set the number of cuts to `2`.
6. With the new lines selected, press <kbd>S</kbd> to scale and <kbd>Y</kbd> to scale within the y-axis.
7. Use the mouse to drag the lines until they nearly reach the edges of your chest. Click to confirm.
### Horizontal loop cuts
<video controls src="../../../assets/art/accessories/creating-rigid/Horizontal-Loop-Cuts.mp4" width="100%"></video>
To create your horizontal loop cuts:
1. Select the chest, and press <kbd>Ctrl</kbd><kbd>R</kbd>/<kbd>⌘</kbd><kbd>R</kbd> to loop cut.
2. Using the mouse, click to confirm a horizontal cut.
3. Using the context menu, set the number of cuts to `2`.
4. To straighten each line across your object, select the one of your new lines:
1. Press <kbd>S</kbd> for scale.
2. Press <kbd>Z</kbd> to scale within the z-axis.
3. Press <kbd>0</kbd> to set the scale value to `0` across the z-axis.
5. Repeat step 4 with the other line.
6. Position the top line near the top below the segmentations.
7. Position the bottom line near the bottom.
1. Enable **Magnet Snapping** so the bottom line merges with the existing vertices and lines from the side insets.
### Extrusions
Create the extrusions for the front, top, and back of the chest.
1. Near the Edit mode dropdown, select the Face selection.
2. Hold <kbd>Alt</kbd>/<kbd>⌥</kbd> and click on your front faces to select the front, top, and back faces.
3. With the faces selected, hold <kbd>Shift</kbd> and click on the metal borders to deselect them. The front and back faces, and the top segmentations, should remain selected.
4. Right click and select **Extrude Faces Along Normals**. Drag the mouse to extrude the faces about the same width as the metal borders.
## Complete border
<video controls src="../../../assets/art/accessories/creating-rigid/Complete-Border.mp4" width="100%"></video>
The chest is almost ready, but is still missing the continuous metal border across the top edge. Remove the existing faces and add new geometry to the treasure chest.
### Delete faces
Delete the faces of the top side metal borders:
1. Near the Edit mode dropdown, select the Face selection.
2. Starting on any side, shift click the three faces of the top metal border.
3. Press <kbd>X</kbd> to delete.
4. Repeat steps 2-3 on the other side.
### Add faces
Add new faces to the sides that complete the geometry of the treasure chest box.
1. Near the Edit mode dropdown, select the Line selection.
2. Starting with any side, Hold <kbd>Shift</kbd> and click the two top corner edges of the missing face.
3. Right click and select **New Face from Edges** to create a top face.
4. Repeat steps 2-3 with the bottom corner edges to create a bottom face.
5. On the other side of the chest, repeat steps 2-4 to complete the metal border.
<Alert severity='success'>
You've completed the modeling section of this tutorial. If desired, download a [reference version](../../../assets/art/accessories/creating-rigid/Chest-Modeling-Complete.blend) of this stage of the project for comparison.
This tutorial represents an extremely basic overview of the 3D modeling process. Tools like Blender offer many features, workflows, and techniques to create unique and complex models. Check out Blender's official and community tutorials for additional instructional content.
</Alert>

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---
title: Upload and publish
description: Before selling your accessory, upload the accessory for validation and moderation.
prev: /art/accessories/creating-rigid/converting
---
After generating your `Class.Accessory` item, you can now begin the process of **publishing** the asset to the Marketplace. This step is optional and only applicable for creators who intend to sell their asset.
<Alert severity = 'warning'>
Users must meet [creator requirements](../../../marketplace/marketplace-policy.md#creator-requirements) to be eligible to sell assets on the Marketplace. Creators must also provide an upload fee and a payment advance during the upload and publishing process.
</Alert>
Adding your asset to the Marketplace involves 2 steps:
1. **Uploading** - Uploading the asset to Roblox servers for moderation.
2. **Publishing** - Listing the item on sale on the Marketplace.
<video controls src="../../../assets/art/accessories/creating-rigid/Publishing.mp4" width="100%"></video>
## Upload
To upload your accessory:
1. In the **Explorer**, right-click your accessory object and select **Save to Roblox…** from the contextual menu.
2. In the **Asset Configuration** window, set the **Content Type** to **Avatar Item**.
3. Complete the following fields (you can adjust these later):
1. **Title**: The name of your accessory.
2. **Description**: A short description of your asset.
3. **Asset Category**: The type of accessory. This should match the Accessory Type selected during the [fitting and conversion](../../../art/accessories/creating-rigid/converting.md) process.
4. **Creator**: Use the dropdown to select if you'd like to publish this asset as an individual or as part of an associated group.
4. After you select the **Asset Category**, Studio begins validating the asset to ensure that it matches Roblox's accessory technical requirements.
5. If the validation is successful, you can submit the asset to the upload and moderation queue for a fee. See [Fees and commissions](../../../marketplace/marketplace-fees-and-commissions.md) for current fee information.
## Publish
After uploading your accessory, the asset is added to the moderation queue and may take up to 24 hours to clear.
You can check your accessory's moderation status in the [Creator Hub](https://create.roblox.com/dashboard/creations).
After moderation completes, your item's publishing details become available to edit and enable for sale. See the following for an overview on the various sale options available:
<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/swQW2VS9ZMA" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
<br />
After listing an asset to the Marketplace, you can return to this page to edit your item's sale details, or take the item offsale.

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---
title: Texture painting
description: Covers the process of associating PBR textures to rigid accessories in Blender.
prev: /art/accessories/creating-rigid/modeling-setup
next: /art/accessories/creating-rigid/exporting
---
<img src="../../../assets/art/accessories/creating-rigid/Texturing-Complete.png" alt="A screenshot of blender showing the final 3d shape and color of a treasure chest in the viewport"/>
**Texturing** is the process of applying a surface appearance to a 3D object. **Texture painting** is a technique that allows you to digitally brush your surface colors onto your 3D object, or onto the 2D image that represents the surface of your object.
This tutorial covers basic texture painting in Blender. Common workflows in the industry utilize additional third-party tools to create textures, especially high-definition PBR textures that mimic realistic lighting and texture properties.
<Alert severity = 'warning'>
While PBR textures are not required for accessories and is not covered in this tutorial, adding PBR textures can add extra visual flair and realism to elevate your creations. This typically requires additional software. <br /> <br /> For more information, see [PBR textures](../../modeling/surface-appearance.md).
</Alert>
## UV projecting
<video controls src="../../../assets/art/accessories/creating-rigid/UV-Projecting.mp4" width="100%"></video>
Use Blender's automatic UV Project feature to "unwrap" your 3D object onto a 2D plane. This allows you to associate a 2D image to the 3D surface of your object.
1. In Edit mode, press <kbd>A</kbd> to select your object.
2. In the top UV menu, select **Smart UV Project**.
3. Set Island Margin to `.02`.
## Add new material
<video controls src="../../../assets/art/accessories/creating-rigid/Adding-New-Material.mp4" width="100%"></video>
Add a new material for Blender to associate this new texture, and assign it to a new blank 2D image.
1. In the bottom right panel, select the red **Materials** tab.
2. Select the **+ New** button. Additional material options display below.
3. In **Base Color**, select the dot. A dropdown appears.
1. Select **Image Texture**.
4. Under Base Color, select the **+ New** button.
1. Name the texture image file. Using an affix like "\_TXT" can help organize your files later.
2. Select the color and pick a color. This tutorial recommends using a metallic color for your metal borders to save time.
## Texture painting
Texture painting allows you to paint directly on the 3D object or the 2D mapping of the surface.
Since Blender automatically mapped the 2D atlas of the texture, it's not easy to tell what parts of the 2D image maps to the 3D object. First mark the sections of the 3D object you want to paint solid before completing your texture by painting the 2D map.
<Alert severity = 'info'>
There are many ways to texture within Blender. To keep this process simple, the tutorial used Blender's [Smart UV Project](https://docs.blender.org/manual/en/2.79/editors/uv_image/uv/editing/unwrapping/mapping_types.html), but there are many ways to manually create your 2D texture islands and organize your mesh and texture.
</Alert>
### Mark 3D object
<video controls src="../../../assets/art/accessories/creating-rigid/Marking-3d-Object.mp4" width="100%"></video>
Switch to Texture Paint mode and use the paintbrush to track the "wood" parts of the treasure chest.
1. In Edit mode, select your object.
2. Switch to **Texture Paint** mode. A side-by-side panel displays with your 2D atlas on the left and the 3D object on the right.
3. Expand the Tool submenu in the top-right of either window.
4. Select your brush settings and mark the wooden areas of your chest.
1. Use <kbd>Ctrl</kbd><kbd>Z</kbd>/<kbd>⌘</kbd><kbd>Z</kbd> to undo any accidental brushes on the metal border.
2. Hold <kbd>F</kbd> and drag the mouse to adjust brush size.
### Paint 2D map
<video controls src="../../../assets/art/accessories/creating-rigid/Painting-2d-Map.mp4" width="100%"></video>
With all of the wooden areas of your chest marked, you can now quickly texture your 2D atlas. First adjust your brush settings to have a hard edge and then begin painting the 2D image.
1. On the left window, access to **Tool** menu in the top right of the window.
1. Set the **Falloff** shape to the flattest icon to ensure the edges are sharp.
2. Set the color or any other brush settings here.
2. In the left window, begin coloring in each island of your texture. You can quickly preview the changes on your 3D object on the right side.
1. Use <kbd>Ctrl</kbd><kbd>Z</kbd>/<kbd>⌘</kbd><kbd>Z</kbd> to undo any accidental brushes on the metal border.
2. Hold <kbd>F</kbd> and drag the mouse to adjust brush size.
3. After completion, navigate to **Image** > **Save** to save your image file.
<Alert severity = 'success'>
You've completed the texturing section of this tutorial. If desired, download a [reference version](../../../assets/art/accessories/creating-rigid/Chest-Texturing-Complete.blend) of this stage of the project for comparison.
</Alert>