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.cursor/rules/roblox/art/accessories/layered-clothing.md
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---
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title: Layered clothing
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description: Layered clothing are cosmetic accessories that stretch, fit, and layer over any body type simulating real-life clothing.
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---
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<Grid container spacing={2} style={{ marginBottom: 24, width: '100%' }}>
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<Grid item xs={6} style={{ padding: 16 }}>
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<Grid item container wrap="nowrap" direction="column" style={{ gap: 8, flex: 1 }}>
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<div
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className="container"
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style={{ position: "relative", paddingBottom: "56.25%", height: 0, marginBottom: 12 }} >
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<iframe
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src="https://www.youtube-nocookie.com/embed/gXXukd6yOSs"
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title="YouTube video player"
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frameBorder="0"
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allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"
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allowFullScreen
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style={{ position: "absolute", top: 0, left: 0, width: "100%", height: "100%" }} ></iframe>
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</div>
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<Typography variant="body1">
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A high-level overview of 3D clothing on Roblox.
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</Typography>
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</Grid>
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</Grid>
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<Grid item xs={6} style={{ padding: 16 }}>
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<Grid item container wrap="nowrap" direction="column" style={{ gap: 8, flex: 1 }}>
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<div
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className="container"
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style={{ position: "relative", paddingBottom: "56.25%", height: 0, marginBottom: 12 }} >
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<iframe
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src="https://www.youtube-nocookie.com/embed/C-DwGRBHvmE"
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title="YouTube video player"
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frameBorder="0"
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allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"
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allowFullScreen
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style={{ position: "absolute", top: 0, left: 0, width: "100%", height: "100%" }} ></iframe>
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</div>
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<Typography variant="body1">
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Create and sell your first basic layered clothing.
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</Typography>
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</Grid>
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</Grid>
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</Grid>
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Layered clothing accessories are 3D cosmetic items that users can equip and wear on their avatar body, such as pants, t-shirt, jackets, dresses, and more. Unlike [rigid accessories](../../art/accessories/index.md) that only attach to a specific point on a character, layered clothing stretches and fits over any body type and existing clothing.
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To create a custom Roblox accessory for your own experience or to sell on the Marketplace, it's important to start with the following:
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- A general background with 3D modeling tools such as [Blender](https://www.blender.org/) or [Maya](https://www.autodesk.com/products/maya/overview).
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- An understanding of the [components that make up a layered accessory](#components-of-a-layered-clothing-accessory).
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- An understanding of the general [clothing creation process](#creation-process).
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- Review Roblox's official tutorials to create your own accessories:
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- [Rigid accessory creation tutorial](../../art/accessories/creating-rigid/index.md) - covers each process required for converting a 3D model to a rigid accessory and publishing it to the Marketplace.
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- [Clothing creation tutorial](../../art/accessories/creating/index.md) - a step-by-step process of creating your own avatar-ready clothing from scratch in Blender.
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- [Additional tools, resources, and guides](#resources) provided by Roblox to standardize and expedite the creation process.
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<Alert severity = 'info'>
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If you are a developer and are looking for information on manually equipping or configuring layered clothing accessories within an experience, including implementing layered clothing on a non-standard character model, see [Character appearance](../../characters/appearance.md).
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</Alert>
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Roblox also supports [classic clothing](#classic-clothing), 2D images that can be applied to your character's surface.
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## Components of a layered clothing accessory
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All accessory models are made up of the same base components of a [mesh object](#mesh-part), [textures](#textures), and [attachment](#attachments). Layered clothing requires additional components, such as a [poseable rig](#rigging-armature), and an [inner and outer cage](#inner-and-outer-cages), to allow the asset to stretch, fit, and layer over a target character and existing clothing items.
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When [creating accessories](#creation-process), all of the components are created first in your modeling software, then converted to their appropriate Roblox Studio instance on import.
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### Mesh part
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<GridContainer numColumns="2">
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<figure><img src="../../assets/art/accessories/Mesh-Example.png"/> <figcaption>T-shirt clothing mesh object</figcaption></figure>
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<figure><img src="../../assets/art/accessories/Mesh-Bow-Example.png" /><figcaption>Bow accessory mesh object</figcaption></figure>
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</GridContainer>
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<Alert severity = 'warning'>
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Simple accessories, such as the bow, are [rigid accessories](../../art/accessories/index.md) do not require the rigging and caging components that allow it to stretch and fit over a target.
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</Alert>
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All accessories require a single mesh object that represents the geometry of the accessory object. In Studio, this mesh object is represented as a `Class.MeshPart` nested under a single `Class.Model`
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### Textures
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<GridContainer numColumns="2">
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<figure><img src="../../assets/art/accessories/Texture-Example.png" /> <figcaption>2D texture map for the t-shirt model</figcaption></figure>
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<figure><img src="../../assets/art/accessories/Texture-Applied-Example.png" /><figcaption>T-shirt model with texture applied</figcaption></figure>
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</GridContainer>
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Textures are image files that define the surface appearance of your accessory. You can create textures within a texture painting program or a 3D modeling software. In Studio, textures images are imported as image assets and are set to `Class.MeshPart` objects by a child `Class.SurfaceAppearance` object or a `Class.MeshPart.TextureID` property.
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### Attachments
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<GridContainer numColumns="2">
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<figure><img src="../../assets/art/accessories/Attachment-Example.png" /> <figcaption>Attachment geometry defines where the attachment connects with the character</figcaption></figure>
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<figure><img src="../../assets/art/accessories/Attachment-Data-Model-Example.png" width="80%"/><figcaption>Geometry with the "_Att" suffix automatically convert to `Class.Attachment` objects in Studio</figcaption></figure>
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</GridContainer>
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For layered clothing, the attachment point is used to associate with the correct body part when the body ragdolls or is dismembered. In Studio, attachments are represented by `Class.Attachment` objects.
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Attachments for clothing items are automatically generated in Studio using the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md).
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### Rigging armature
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<GridContainer numColumns="2">
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<figure><img src="../../assets/art/accessories/Rigging-Example.png" /> <figcaption>To ensure natural movement of the clothing item, it must be weighted to a character rig</figcaption></figure>
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<figure><img src="../../assets/art/accessories/Rigging-Pose-Example.png" /><figcaption>When the rig is properly set up, the layered model can move and bend with the character rig</figcaption></figure>
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</GridContainer>
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A rigging armature defines how a layered asset can move with a character model. Using rigging and skinning techniques, you can set the areas of your clothes to move naturally with a character model's joints, such as ensuring a shirt sleeve correctly follows the movement of the elbow and shoulder. In Studio, this rigging and skinning data is saved to the mesh geometry.
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### Inner and outer cages
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<GridContainer numColumns="2">
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<figure><img src="../../assets/art/accessories/Inner-Cage-Example.png" /> <figcaption>The inner cage defines the inner surface of the clothing item where the clothes wrap over</figcaption></figure>
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<figure><img src="../../assets/art/accessories/Outer-Cage-Example.png" /><figcaption>The outer cage defines the outer surface of the clothing item where any additional clothes can wrap and layer over</figcaption></figure>
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</GridContainer>
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Cage meshes indicate the inner and outer surfaces of a layered accessory. The inside cage of a t-shirt defines how the t-shirt stretches and fits over a character body. The outer cage of a t-shirt defines how additional layered clothing fit over the t-shirt. In Studio, these cages are represented by `Class.WrapLayer` objects.
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## Creation process
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Custom accessories are first created in 3D modeling programs, such as [Blender](https://www.blender.org/) or [Maya](https://www.autodesk.com/products/maya/overview), before importing the `.fbx` or `.gltf` model into Studio.
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To get started creating your first avatar asset, see [Avatar Tutorials](../../avatar/tutorials.md).
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Depending on the type of asset you are creating, the creation process follows these high-level workflows:
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<GridContainer numColumns="2">
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<figure><figcaption><center>Layered Accessory Workflow</center></figcaption><br /><img src="../../assets/art/accessories/Workflow-Layered.png"/></figure>
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<figure> <figcaption><center>Rigid Accessory Workflow</center></figcaption><br /><img src="../../assets/art/accessories/Workflow-Rigid.png" /></figure>
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</GridContainer>
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<Alert severity = 'info'>
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Since 3D creation isn't a linear process and always requires reiteration and testing, the process of creating an accessory can differ between individuals and various creation workflows.
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</Alert>
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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 accessory creation.
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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>Tutorials</td>
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<td>[Rigid accessory creation](../../art/accessories/creating-rigid/index.md) <br /><br />[Basic clothing creation](../../art/accessories/creating/index.md)</td>
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</tr>
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<tr>
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<td>Reference files</td>
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<td>[Accessory and clothing reference files](../../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 />[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>Cosmetic creation</td>
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<td>[Accessories overview](../../art/accessories/specifications.md)<br /><br />[Layered clothing overview](../../art/accessories/index.md)<br /><br />[Create face accessories](../../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>[Texturing requirements](../../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 />[Humanoid rigging requirements](../../art/characters/specifications.md#rigging)<br /><br />[Rigging facial bones](../../art/characters/facial-animation/create-basic-heads.md#rigging)<br /><br />[Auto skin transfer](../../art/accessories/automatic-skinning-transfer.md)<br /><br />[Skin facial bones](../../art/characters/facial-animation/create-basic-heads.md#skin-face-bones)</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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## Classic clothing
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Classic clothing assets are 2D images that you can apply to the surface of an avatar body as t-shirts, shirts, or pants. You can design these assets in any image processing software, test the textures in Studio, and then upload the designs to the Marketplace to sell. See [Classic clothing](../../art/classic-clothing.md) for more information on creating, uploading, and selling these assets.
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<img src="../../assets/accessories/classic-clothing/Block-Avatar-Dressed.jpg" width="800" />
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