Studio's Importer lets you import 3D assets into your projects, such as character bodies, makeup, and layered accessories. The following instructions detail how to import a layered accessory .fbx or .gltf file into Studio as a Model object and convert it into an Accessory object that you can use in your games, upload to the Marketplace, or share with other creators.
While the Importer provides object previews and error-checking to ensure that your creation meets Roblox's general 3D requirements, it's important to ensure that your character model also meets Roblox's layered accessory specifications to use or sell this asset as an avatar-ready layered accessory, otherwise you can encounter errors at different points in the workflow.
Import accessories
To import your asset as a layered accessory:
In the Home tab, click the Import button to open the Importer. A file browser opens.
Select your layered accessory's .fbx or .gltf file. The Importer loads a preview of the layered accessory.

Select Import. The asset populates in your workspace as a Model with the appropriate textures applied as a SurfaceAppearance or MeshPart.TextureID.
If your textures didn't load correctly, you can import them manually using the Asset Manager:
In the Asset Manager, click the Import button. If you are unable to access the Asset Manager, save and publish your game first.
Upload your image files.
If you are using a single basic texture, set the MeshPart.TextureID property to your uploaded texture image.
If you are using PBR textures:
Add a SurfaceAppearance child to your MeshPart.

In the SurfaceAppearance properties, click each property value and assign the appropriate texture image from the asset dropdown:
- Set the ColorMap to the _ALB texture image.
- Set the MetalnessMap to the _MTL texture image.
- Set the NormalMap to the _NOR texture image.
- Set the RoughnessMap to the _RGH texture image.

Convert layered accessories
After importing your asset into Studio, you can begin converting the Model object into a Accessory using the Accessory Fitting Tool (AFT) so that avatar character bodies can equip your layered accessory.
To generate your layered accessory:
In the toolbar's Avatar tab, click Accessory to open the AFT. The Accessory Fitting Tool panel displays.
In the panel:
- Back in the panel, click the Next button. The Asset Type page displays.

In the Asset Type page:
- Set asset type to Clothing, then use the dropdown menu to choose the clothing type of your layered accessory.
- Click the Next button. A preview panel displays with a default character wearing your layered accessory.

Test out various sample characters and animations to make sure your layered clothing is deforming and moving correctly.
- If necessary, make minor cage adjustments using the editing features. Larger cage changes may require returning to your third-party modeling software and re-exporting the asset.
After previewing your asset, click the Generate MeshPart Accessory button. Your 3D model populates in your project as an Accessory object.
With this Accessory object, you can perform any of the following:
Begin the process of uploading and publishing the layered accessory to the Marketplace.
Use the layered accessory in your current game by equipping it to character models with HumanoidDescription, or by dragging and dropping the layered accessory under the appropriate character Model object.
Save the layered accessory to your Toolbox or make it public on the Creator Store to use within any of your games or share with other creators.