3.6 KiB
| title | description |
|---|---|
| Makeup specifications | Makeup is a cosmetic look made up of multiple facial textures and optional eyebrow and eyelashes. |
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.
- For generic meshes, see [general mesh specifications](../art/modeling/specifications.md) and [general export settings](../art/modeling/export-requirements.md).
- For layered accessories, see [layered accessory specifications](../art/accessories/clothing-specifications.md) and [layered export settings](../art/accessories/clothing-export-settings.md).
- For avatar characters, see [avatar specifications](../art/characters/specifications.md) and [avatar export settings](../art/characters/export-settings.md).
General
If you are following the best practice creation process, ensure that your template file submission includes the following correctly configured and named objects:
- 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_01TransferTexture_Lips_01TransferTexture_Face_01- Any for multiple regions, increment the affix number:
TransferTexture_Face_02
- These three objects must follow the following naming conventions.
- Optional eyebrows and eyelashes.
Decals and textures
Textures created for accessories must meet Roblox's texture specifications. For additional information on PBR textures, see PBR textures.
(Optional) Eyebrows and eyelashes
Eyebrows and eyelashes are layered accessories, meaning that they must meet layered clothing accessory requirements, notably:
-
Cage data - Eyebrows and eyelashes each require their own inner and outer cage.

- Eyebrows and eyelashes can also take advantage of automatic skinning, specifically with special skinning joints.
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Geometry size - Eye accessories can't exceed maximum dimensions for their asset type.
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Budgets - Eye accessories can't exceed 4k triangles each.