UGC Program: Expanding Creation and Monetization with Avatar Bodies and Heads

While presumably not officially supported, can you guys document the UV layout required to support classic clothing on custom R15 bodies?


For those who don’t have it, here’s the template for the Torso:

image

And the template for other limbs:

image

Any transparent space uses the color of the character’s limb (transparency supported). You can set the TextureID of the MeshPart to define an overlay texture. This does not work if you use a SurfaceAppearance, classic clothing only supports a flat diffuse texture.

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BUR Heven movie test characters don’t look that bad anymore hahaha


Captura de Pantalla 2023-08-16 a la(s) 11.44.24 a.m.
XD

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BRUH. So much for player expression. I guess we’re never seeing chill face ever again.

So convenient that many old accounts turned into R15 with dynamic faces.

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Right, but what’s on the image is a humanoid-shaped dragon, which would be classified as a dragonborn / dragonkin.

Such creature would have presumed “bits”, therefore roblox will very likely require a “modesty” layer.

I understand you don’t want to have one, and I wish it could be that way. But knowing roblox this won’t be the case.

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This seems like a cool addition. I’m excited to see what the Roblox community has to offer with bodies and heads (although no static faces is kind of disappointing). However, I really want to know if the following will be addressed:

  • Are creators allowed to make their bundles compatible with R6?
  • Can creators allow classic clothing to be used on their avatars?
  • What specifically are the safeguards in place to stop people from uploading inappropriate content (i.e. nudity)
  • Has this feature been rigorously tested to avoid any problematic flaws that could impact user experience? (Layered clothing was incredibly exploitable upon release)
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Can’t wait for ugc creators to mess up! :grinning:

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Are the applications for UGC program still going to be open exclusively for this feature?

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In my honest opinion: I would say both.

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30% of the platform are throwaway accounts that sign up with a default bacon hair avatar with R15, never to be used again. It’s true that 98% of users are R15, but the active userbase is far more R6.

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100%

character limit ignore…

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I highly doubt that the active user base is predominantly R6. It’s absurd to assume the majority of the player base uses an outdated, unsupported, and obsolete feature that’s hidden in the body scaling options, and not even supported in most experiences.

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I think what he’s trying to state is that roblox is using a statistic that includes ALL roblox accounts… Unfortunately roblox also decided to force old unused accounts to go R15 instead of R6 and then are using those forced accounts in their statistics when they haven’t been logged into in years. Whereas the majority of played active accounts prefere R6!

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There should be a feature in like either Workspace or StarterPlayer to disable UGC bodies! I understand the point of creativity but some people like to stylize avatars for their game and most of the time a Character Creator is usually minor and lacking what the Roblox Catalog has.

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this is good in my opinion now if we can create avatars :heart:

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Will they SUPPORT r6 though???

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Yeah, because you guys forced it on all inactive accounts, as well as new accounts. I wonder why so many people use it. I don’t see this update going well in any universe. I hope you guys know what you’re doing and at least moderate things well.

(edit): Now we can use free headless, free korblox, transparent limbs and copyrighted material! Thanks roblox

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At this point, old accounts are negligible in percentage. New accounts started using R15 by default in mid 2017. Roblox didn’t even have a billion accounts at that point. Now Roblox has over 5 billion. This is not supported in any capacity.

ETA: The majority of active accounts have not been using R6 since early 2017. Insinuating otherwise is a blatant denial of very obvious fact.

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You mean february 2017 where they started using R15 by default.

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They don’t have 5 billion yet.

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Apologies. Roblox is hovering around 4.9 billion right now.

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