Custom 3D assets

Meshes are custom 3D assets that let you personalize and stylize your game's environment and characters. Unlike parts, which you can directly create in Studio, you need to use a third-party modeling application like Blender or Maya to design and model meshes, then import them into Studio. Studio represents imported meshes as MeshPart objects, descendants of the BasePart class.

Meshes typically fall into one of three types of application in games:

  • Meshes for decorating your game's environment, such as plants, buildings, and vehicles.
  • Meshes for individual body parts for avatars or non-player characters (NPCs).
  • Meshes for cosmetic accessories that characters can equip and wear, such as clothing, props, and weapons.

Each mesh type must meet specifications according to how you are going to use the mesh on the platform. For example, while all meshes must meet general mesh specifications, meshes for characters must also meet character specifications that account for rigging and skinning data. For a full list of specifications for different types of meshes, see Resources.

In addition, if you meet certain account requirements, you can publish and sell collections of meshes that are parented to a single Model object. For example, you can publish avatar-ready models on the Marketplace and earn a commission for each sale, or you can sell models on the Creator Store and earn 100% of net proceeds on each transaction.

A cluttered interior room with a candle in the forefront and spooky interior lighting from the Mystery of Duvall Drive game
Use custom meshes and models to give your environments ambiance and depth
A floating alien creature in space, from the Beyond The Dark game
Design a custom character unique to your game
A Roblox avatar wearing a glossy puffy jacket and jeans
Create custom accessories, clothing, and characters that anyone can wear and use

Supported 3D assets

Roblox supports many types of custom 3D assets, as long as they adhere to the general mesh specifications. A basic custom 3D asset consists of at least one MeshPart object and one texture:

A plain white tree mesh without a texture
A MeshPart object sets the shape and geometry of the 3D asset
Various color maps used to apply textures to the tree bark, and inner, middle, and outer leaves
A texture image map applies a surface appearance and color
The tree mesh and the image maps combined to create a single tree
The mesh and texture combine to make a unique custom 3D asset

Studio also supports custom 3D assets 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.

Rigging and skinning

A rigged mesh is a MeshPart object 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 to bend organically, imitating the natural way joints would move in real life.

Without skinning, the entire head mesh rotates on a single axis
With skinning, the head mesh bends naturally at the neck, and the bottom of the neck stays connected to the torso

For more information on rigging and skinning, see Rigging and skinning.

PBR textures

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 3D asset. 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.

A realistic looking leafy bush with shadows and depth.
A realistic looking rock with moss on the top.

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 game. 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 3D 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.

Resources

There are a variety of resources available for creators of all backgrounds to get started with custom 3D assets.

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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