Custom meshes are 3D objects that enhance the visual appeal and uniqueness of your environment and characters. In Studio, custom meshes are represented as 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 or Maya, to design and model the asset before importing the 3D object into Studio.
In Roblox, custom 3D assets generally fall under three types of applications:
- Generic meshes or models you can use for environmental props, buildings, characters, and decoration within an experience.
- Avatar models for users or non-player characters (NPCs).
- Accessory models that character models can equip and wear, like clothing and cosmetics.
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's Avatar documentation.
Roblox supports many types of custom meshes, as long as they adhere to the general mesh specifications. A basic custom mesh consists of at least one mesh object and one texture:
Studio also supports meshes that include rigging and skinning data, PBR textures, and other Studio-related objects like cage meshes and attachments. Many of these various components are required if you are creating avatar character models or accessories.
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.
For more information on rigging and skinning, see Rigging and Skinning.
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.
For more information on PBR textures, see PBR Textures.
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.
The following objects are automatically created in Studio if they are detected by the importer:
- Attachment - Created when Studio detects mesh objects that include _Att at the end of their name.
- WrapTarget - Created when Studio detects mesh objects that include _OuterCage at the end of their name.
- WrapLayer - Created when Studio detects a mesh object with _InnerCage and similarly named mesh object with _OuterCage at the end of their names.
- FaceControls - Created when Studio detects an avatar character head and the appropriate facial animation data in the model.
There are a variety of resources available for creators of all backgrounds to get started with custom meshes.
If you are interested in specific avatar creation topics, use the following table to find guides and resources that best match your needs:
|Reference Files||Example Models, Project Kits, Templates|
|Technical Specs||.FBX Export Settings|
General Mesh Specifications
|Bodies and Clothing Creation||Accessories Overview|
Creating Face Accessories
Accessory Fitting Tool
|Rigging and Skinning||Rigging and Skinning Overview|
Rigging Basic Meshes
Rigging Facial Bones
Skinning Facial Bones
Avatar Rig Requirements
Auto Skin Transfer
|Facial Animation and Live Heads||Basic Head Creation|
Creating Face Accessories
FACS Pose References
|Testing and Validation||Calisthenics Tool|
Clothing Validation Tool
|Publishing and Marketplace||Uploading to Marketplace|
Fees and Commissions