Breaking the Avatar
This doc goes into breaking up your custom Avatar for Roblox using Blender in order to break up like a standard character in Roblox experiences.
As a standard Roblox Character requires many parts we will need to break the model up into segments like the upper arms/legs, lower arms/legs etc.
Blender will keep the rigging information on the vertices even after you split up the assets.

Duplicate the character. We can use the original asset to help make our split avatar asset normals more unified.

Break up the duplicate character into the respective parts by :
Select the target polygons.
Right Click > Separate > Selection.
Name them (in white below) :
Head (including Neck)
Head_Geo
LeftEye_Geo
RightEye_Geo
Tongue_Geo
UpperTeeth_Geo
LowerTeeth_Geo
Torso (including Pelvis)
UpperTorso_Geo
LowerTorso_Geo
Upper Arms
LeftUpperArm_Geo
RightUpperArm_Geo
Lower Arms
LeftLowerArm_Geo
RightLowerArm_Geo
Hands
LeftHand_Geo
RightHand_Geo
Upper Legs
LeftUpperLeg_Geo
RightUpperLeg_Geo
Lower Legs
LeftLowerLeg_Geo
RightLowerLeg_Geo
Feet
LeftFoot_Geo
RightFoot_Geo

Cap the parts so they are all closed assets. This includes things like the eyes if you have removed half the sphere to reduce polycount.
Select the edges of the hole.
Use the 'F' Key to create a Face from Vertices.
Right Click > Mark Sharp if you want the edge to be sharp.
Refining the results

If you want the assets to look like they blend together rather than have an edge as they are different meshes there are different approaches to do so :
Data Transfer Modifier... Use the 'Data Transfer' modifier to copy data from your original asset onto your split model assets, or...
In Edit Mode on the mesh, use 'Mesh/Normals/Copy Vector' and 'Mesh/Normals/Paste Vector' to copy the normal from one vertex to another.
Make sure to Apply the Transform (Ctrl + A in Object Mode in Blender) to all meshes before export so that :
Location is 0,0,0.
Rotation is 0,0,0.
Scale is 1.0, 1.0, 1.0

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