Llama Labs Interactive
  • Introduction
  • Asset Creation
    • The Crate Series
      • Blender Basics
        • The Base Model
        • Edit Elements
        • Blender Common Tools
        • Simple Materials
        • Useful Techniques
        • Exporting the Asset
        • Summary
      • Materials and UVs
      • Palette & Gradient Texturing
        • Palette Approach
        • Creating the Material
        • Unwrapping UVs
        • Finalizing the asset
      • Tileable Textures
        • Creating the Texture
        • Creating the Material
        • Unwrapping the UVs
        • Finalizing the Asset
      • Trim Sheets
        • Creating the Texture
        • Creating the Material
        • Unwrapping UVs
        • Finalising the Asset
      • Hand Painted Assets
      • High polygon Assets
    • VRM Avatars
      • Getting Started
      • VRM for Blender
        • Installation
        • Rigging the Avatar
        • Weight Painting
        • Blend Shapes
        • VRM Details
        • VRM Export
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  1. Roblox
  2. Advanced Avatars

Modelling the Avatar

This doc goes over creating your custom avatar for Roblox and considerations to keep in mind when doing so.

Last updated 9 months ago

With your reference board or character design clear in your head we can start building the character.

The two main things to keep in mind is that your character needs to be humanoid (if creating a standard avatar).

There are standard character sizes that Roblox uses and some examples of these are included in the file as guides as Classic, Normal, and Slender. Any reference assets you use should not be exported with the character.

  • Hide all the assets in the template for now.

Creating the Character

  • Create the Character model. There are many resources online for this process.

  • The Avatar Introduction doc looked at Capping body parts in order to align with the standard Roblox Avatar approach. In order to simplify and speed up the rigging process it is better to do this after the skinning process.

  • Make sure that the triangle count falls under the following by going to the Overlay options and selecting Statistics :

    • Head - 4000

    • Upper & Lower Torso - 1750

    • Right Arm (UpperArm, LowerArm & Hand) - 1248

    • Left Arm (UpperArm, LowerArm & Hand) - 1248

    • Right Leg (UpperLeg, LowerLeg, & Foot) - 1248

    • Left Leg (UpperLeg, LowerLeg, & Foot) - 1248

    • Total - 10,742

  • Your Avatar should be set to an I pose. Do not use an A Pose or T Pose. This could be done setting the pose after rigging according to the Roblox Docs.

Final Check

  • Have all the same meshes as the template with the correct naming conventions

    • Head_Geo

    • UpperTorso_Geo

    • LeftUpperArm_Geo

    • RightUpperArm_Geo

    • LeftLowerArm_Geo

    • RightLowerArm_Geo

    • LeftHand_Geo

    • RightHand_Geo

    • LowerTorso_Geo

    • LeftUpperLeg_Geo

    • RightUpperLeg_Geo

    • LeftLowerLeg_Geo

    • RightLowerLeg_Geo

    • LeftFoot_Geo

    • RightFoot_Geo

  • The Character is in an I Pose.

  • The Character is facing the right direction and has the right scale.

  • The Meshes all have Applied Transforms (Ctrl + A in Blender) so that :

    • Scale is 1.0.

    • Position is 0,0,0.

    • Rotation is 0,0,0.

  • Polycount is below the maximum :

    • Head - 4000

    • Upper & Lower Torso - 1750

    • Right Arm (UpperArm, LowerArm & Hand) - 1248

    • Left Arm (UpperArm, LowerArm & Hand) - 1248

    • Right Leg (UpperLeg, LowerLeg, & Foot) - 1248

    • Left Leg (UpperLeg, LowerLeg, & Foot) - 1248

    • Total - 10,742

In this doc

Display Statistics to make sure the tria count is low enough...
Example of Applied Transforms...