UGC Guidelines?

Hey! I’m a experienced Modeler and Texture artist, and have been using Autodesk and the Adobe Suite for multiple years. I want to apply to the UGC program. I already have a portfolio of my work on the Creator Hub, but I have many questions I’m struggling to find regarding the requirements for UGC items, such as the one you need to make for the application. I have not been able to find a master guideline of sorts for the specifications for avatar accessories.

This is what I know so far:

-Models must be under 4000 Tris and have less then 1200 vertices
-Texture maps for PBR Materials must be 256x256
-Accessories can not cover up more then 80% of a avatar
-Real world weapons can not be too accurate (guns must include unrealistic colored detailing instead of being full matte for example)
-Obviously no copyrighted material or IP infringing content

I have looked up this question but I’m struggling to find a actual document by Roblox, the majority of this information I have pieced together by looking at posts from other UGC creators. I don’t want to start a model, or the application, without fully knowing what is requested from me. Anything to add to this list would be greatly appreciated, or if some guideline document does exist, a link/name for it.

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To apply you need to export the model from your modeling program as a .obj, make sure that the model is scaled to 1.0 XYZ then use the asset creator plugin.
Check if the Special Mesh is scaled to 1.0 1.0 1.0

Textures are 1024 x 1024!

Also if you needs guidelines try to see in the Roblox documentations > Rigid accessories.

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1024?! wow, that makes a whole lot more sense. I was in substance painter baking on materials, and with a canvas resolution of 256, normal stamps for faked depth were basically out of the question. The most I could do with that resolution was add basic material overlay textures like grains or cuts, but anything regarding detail more advanced then a few strokes was out of the question. I kept looking at the Catalogue and was like “there is no way some of these items are using only 256x256 PBR maps”.

I exported my practice item as a .fbx, which is also pretty universal, so I was able to turn it into a mesh in Roblox Studio without any issues. It was made to scale with proper proportions so I did not have to rescale at all after exporting. The location data was zeroed in while in Maya, but I wiped all location data anyways before exporting.

Thank you so much for the clarification, I now know I can texture with 16x the detail from what I was originally doing.

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Yeah me too I was struggling at first because of the low quality resolution… But they changed it so that’s great. Guidelines are a bit too hidden

Glad I was able to help, If you need further informations you can always message me !

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