Uploading Custom Outfits to 3Daily.ai Editor As Well As Store

Upload Asset

Introduction

This documentation provides a step-by-step guide for creating custom outfits compatible with 3Daily.ai‘s avatar editor and store. Ensure adherence to the specified technical specifications for successful asset integration.

Packaging Requirements:

File Requirements:

  • File Type: Only files in the glTF 2.0 binary (.glb) format are accepted.
  • File Size: Maximum 10 MB.
  • Note: Do not use custom glTF-Extensions extensions, e.g., Draco mesh compression.

Packaging the File:

  1. Follow the naming convention and zip the file(explained below).
  2. Create two models of the same asset: one mid-poly and one low-poly(explained below).
  3. Supported formats:
    • 3D Model: GLB (For Store FBX, GLB, OBJ)
    • Texture: Base Color, Metallic, Roughness, Normal, Height, etc.
    • Renders: In every file format.

Naming Convention:

  • Name the Files:
    • <Gender>_<BodyPart>_<AssetCategory>_<AssetName>_<TextureColor>
    • Example: U_Head_Hat_FedoraHat_Black

Abbreviations:

  • Gender:
    • M -> Male
    • F -> Female
    • U -> Unisex (both Male and Female blend shapes)
  • PolyCount Budget:
    • Mid -> For Medium polygons (Low Poly)
    • Low -> For Low Polygons (Extremely Low poly)
  • Images:
    • FV -> Front View
    • BV -> Back View
    • TV -> Top View
    • RV -> Right View
    • LV -> Left View

Package Contents:

  • 3D Model File:
    • Formats: FBX, GLB, OBJ (for store), GLB (for editor)
  • Texture:
    • Textures in all supported formats.
  • Render:
    • Render with transparent background in PNG format.
  • Preview:
    • 1 Image for thumbnail with a transparent background in PNG format.
    • 1 Marmoset file (.Mview) showing a 360-degree view of the model.

Naming Convention and Packaging 

For Store and Editor Both

U_Head_Hat_FedoraHat_Black

FBX Mid 

3D Model 

U_Head_Hat_Mid_FedoraHat_Black_Fbx.fbx  

Texture

U_Head_Hat_Mid_FedoraHat_Black_BaseColor.png

U_Head_Hat_Mid_FedoraHat_Black_Normal.png

U_Head_Hat_Mid_FedoraHat_Black_Height.png

U_Head_Hat_Mid_FedoraHat_Black_Metallic.png

U_Head_Hat_Mid_FedoraHat_Black_Roughness.png

U_Head_Hat_Mid_FedoraHat_Black_ETC.png

Render

U_Head_Hat_Mid_FedoraHat_Black_Render.png

FBX Low 

3D Model 

U_Head_Hat_Low_FedoraHat_Black_Fbx.fbx  

Texture

U_Head_Hat_Low_FedoraHat_Black_BaseColor.png

U_Head_Hat_Low_FedoraHat_Black_Normal.png

U_Head_Hat_Low_FedoraHat_Black_Height.png

U_Head_Hat_Low_FedoraHat_Black_Metallic.png

U_Head_Hat_Low_FedoraHat_Black_Roughness.png

U_Head_Hat_Low_FedoraHat_Black_ETC.png

Render

U_Head_Hat_Low_FedoraHat_Black_Render.png

OBJ Mid 

3D Model 

U_Head_Hat_Mid_FedoraHat_Black_Obj.obj

  U_Head_Hat_Mid_FedoraHat_Black_Obj.mtl

Texture

U_Head_Hat_Mid_FedoraHat_Black_BaseColor.png

U_Head_Hat_Mid_FedoraHat_Black_Normal.png

U_Head_Hat_Mid_FedoraHat_Black_Height.png

U_Head_Hat_Mid_FedoraHat_Black_Metallic.png

U_Head_Hat_Mid_FedoraHat_Black_Roughness.png

U_Head_Hat_Mid_FedoraHat_Black_ETC.png

Render

U_Head_Hat_Mid_FedoraHat_Black_Render.png

OBJ Low 

3D Model 

U_Head_Hat_Low_FedoraHat_Black_Obj.obj

  U_Head_Hat_Low_FedoraHat_Black_Obj.mtl

Texture

U_Head_Hat_Low_FedoraHat_Black_BaseColor.png

U_Head_Hat_Low_FedoraHat_Black_Normal.png

U_Head_Hat_Low_FedoraHat_Black_Height.png

U_Head_Hat_Low_FedoraHat_Black_Metallic.png

U_Head_Hat_Low_FedoraHat_Black_Roughness.png

U_Head_Hat_Low_FedoraHat_Black_ETC.png

Render

U_Head_Hat_Low_FedoraHat_Black_Render.png

Glb Mid 

3D Model 

U_Head_Hat_Mid_FedoraHat_Black_Glb.glb

Texture

U_Head_Hat_Mid_FedoraHat_Black_BaseColor.png

U_Head_Hat_Mid_FedoraHat_Black_Normal.png

U_Head_Hat_Mid_FedoraHat_Black_Height.png

U_Head_Hat_Mid_FedoraHat_Black_Metallic.png

U_Head_Hat_Mid_FedoraHat_Black_Roughness.png

U_Head_Hat_Mid_FedoraHat_Black_ETC.png

Render

U_Head_Hat_Mid_FedoraHat_Black_Render.png

Glb Low 

3D Model 

U_Head_Hat_Low_FedoraHat_Black_Glb.glb 

Texture

U_Head_Hat_Low_FedoraHat_Black_BaseColor.png

U_Head_Hat_Low_FedoraHat_Black_Normal.png

U_Head_Hat_Low_FedoraHat_Black_Height.png

U_Head_Hat_Low_FedoraHat_Black_Metallic.png

U_Head_Hat_Low_FedoraHat_Black_Roughness.png

U_Head_Hat_Low_FedoraHat_Black_ETC.png

Render

U_Head_Hat_Low_FedoraHat_Black_Render.png

Renders

Mid

PNG

U_Head_Hat_Mid_FedoraHat_Black_FV.png

U_Head_Hat_Mid_FedoraHat_Black_BV.png

U_Head_Hat_Mid_FedoraHat_Black_LV.png

U_Head_Hat_Mid_FedoraHat_Black_RV.png

U_Head_Hat_Mid_FedoraHat_Black_TV.png

JPG

U_Head_Hat_Mid_FedoraHat_Black_FV.jpg

U_Head_Hat_Mid_FedoraHat_Black_BV.jpg

U_Head_Hat_Mid_FedoraHat_Black_LV.jpg

U_Head_Hat_Mid_FedoraHat_Black_RV.jpg

U_Head_Hat_Mid_FedoraHat_Black_TV.jpg

PSD

U_Head_Hat_Mid_FedoraHat_Black_FV.psd

U_Head_Hat_Mid_FedoraHat_Black_BV.psd

U_Head_Hat_Mid_FedoraHat_Black_LV.psd

U_Head_Hat_Mid_FedoraHat_Black_RV.psd

U_Head_Hat_Mid_FedoraHat_Black_TV.psd

Wireframe

U_Head_Hat_Mid_FedoraHat_Black_FV.png

U_Head_Hat_Mid_FedoraHat_Black_BV.png

U_Head_Hat_Mid_FedoraHat_Black_LV.png

U_Head_Hat_Mid_FedoraHat_Black_RV.png

U_Head_Hat_Mid_FedoraHat_Black_TV.png

Low

PNG

U_Head_Hat_Low_FedoraHat_Black_FV.png

U_Head_Hat_Low_FedoraHat_Black_BV.png

U_Head_Hat_Low_FedoraHat_Black_LV.png

U_Head_Hat_Low_FedoraHat_Black_RV.png

U_Head_Hat_Low_FedoraHat_Black_TV.png

JPG

U_Head_Hat_Low_FedoraHat_Black_FV.jpg

U_Head_Hat_Low_FedoraHat_Black_BV.jpg

U_Head_Hat_Low_FedoraHat_Black_LV.jpg

U_Head_Hat_Low_FedoraHat_Black_RV.jpg

U_Head_Hat_Low_FedoraHat_Black_TV.jpg

PSD

U_Head_Hat_Low_FedoraHat_Black_FV.psd

U_Head_Hat_Low_FedoraHat_Black_BV.psd

U_Head_Hat_Low_FedoraHat_Black_LV.psd

U_Head_Hat_Low_FedoraHat_Black_RV.psd

U_Head_Hat_Low_FedoraHat_Black_TV.psd

Wireframe

U_Head_Hat_Low_FedoraHat_Black_FV.png

U_Head_Hat_Low_FedoraHat_Black_BV.png

U_Head_Hat_Low_FedoraHat_Black_LV.png

U_Head_Hat_Low_FedoraHat_Black_RV.png

U_Head_Hat_Low_FedoraHat_Black_TV.png

Preview

U_Head_Hat_FedoraHat_Black_Preview.Png  

U_Head_Hat_FedoraHat_Black.Mview  

Only For Sale in Editor

U_Head_Hat_FedoraHat_Black

Glb Mid 

3D Model 

U_Head_Hat_Mid_FedoraHat_Black_Glb.glb

Texture

U_Head_Hat_Mid_FedoraHat_Black_BaseColor.png

U_Head_Hat_Mid_FedoraHat_Black_Normal.png

U_Head_Hat_Mid_FedoraHat_Black_Height.png

U_Head_Hat_Mid_FedoraHat_Black_Metallic.png

U_Head_Hat_Mid_FedoraHat_Black_Roughness.png

U_Head_Hat_Mid_FedoraHat_Black_ETC.png

Render

U_Head_Hat_Mid_FedoraHat_Black_Render.png

Glb Low 

3D Model 

U_Head_Hat_Low_FedoraHat_Black_Glb.glb 

Texture

U_Head_Hat_Low_FedoraHat_Black_BaseColor.png

U_Head_Hat_Low_FedoraHat_Black_Normal.png

U_Head_Hat_Low_FedoraHat_Black_Height.png

U_Head_Hat_Low_FedoraHat_Black_Metallic.png

U_Head_Hat_Low_FedoraHat_Black_Roughness.png

U_Head_Hat_Low_FedoraHat_Black_ETC.png

Render

U_Head_Hat_Low_FedoraHat_Black_Render.png

Package Contents:

  • 3D model file: 
    • 3d Model:
      • Editor: GLB
      • Store: FBX, GLB, OBJ 
    • Texture: Textures in all the formats.
    • Render: Render with transparent background in PNG format.
  • Preview:
    • 1 Image for thumbnail with transparent background in PNG format.
    • 1 marmoset file (i.e .Mview) showing a 360 degree view of the model.
  • Render:
    • Mid: This contains all Midpoly images
      • PNG: Minimum of 5 images per asset and maximum of 8 images with transparent background in PNG format.
        • Frontview
        • Backview
        • Leftview
        • Rightview
        • Topview
      • JPG: All images should be in JPG format
        • Frontview
        • Backview
        • Leftview
        • Rightview
        • Topview
      • PSD: All images should be in PSD format
        • Frontview
        • Backview
        • Leftview
        • Rightview
        • Topview
      • Wireframes: All images showing Wireframe of the asset in grey scale in PNG format without background.
        • Frontview
        • Backview
        • Leftview
        • Rightview
        • Topview
    • Low: This contains all Lowpoly images
      • PNG: Minimum of 5 images per asset and maximum of 8 images with transparent background in PNG format.
        • Frontview
        • Backview
        • Leftview
        • Rightview
        • Topview
      • JPG: All images should be in JPG format
        • Frontview
        • Backview
        • Leftview
        • Rightview
        • Topview
      • PSD:All images should be in PSD format
        • Frontview
        • Backview
        • Leftview
        • Rightview
        • Topview
      • Wireframes: All images showing Wireframe of the asset in grey scale in PNG format without background.
        • Frontview
        • Backview
        • Leftview
        • Rightview
        • Topview

Guidelines for Wearable Creation: Store, Editor, or Both

  • Do not download an avatar from 3Daily.ai and upload it as an outfit.
  • The Male Base Model with Blend shapes is provided for your convenience.
  • Try your assets by changing the Blendshapes in different sizes from 0 to 1.

Note: 

  1. Ensure the Blendshapes’ names match those in the template base body.
  2. Exclude Blendshapes for assets sold exclusively in the Store; but follow the remaining steps.

Meshes & Materials: General Requirements

  • An outfit asset can consist of a top, bottom, footwear, and the body. 
  • Each mesh should use only one material.
  • Maximum triangle count: 20,000, distributed as needed.

You decide how to distribute Quads across meshes. We recommend using as few quads as feasible and putting details into the texture maps.

Model TypeMID-PolyLOW-Poly
Character1,000 – 10,000 Polygons5,000 – 50,000 polygons
Wearables and equipment100 – 2,000 Polygons1,000 – 20,000 Polygons

Textures:

  • Vertex colours: No
  • Texture files format: PNG 
  • BaseColor maps: Required for materials
  • Normal maps: Required
  • Metallic maps: Required
  • Roughness: Required
  • Occlusion maps: Optional
  • Emissive maps: Optional
  • Maximum texture resolution: 1024 x 1024 pixels
  • Texture resolutions must be square and power-of-two, e.g. 128×128, 256×256, 512×512.
  • Maximum individual texture file size: 2 MB
  • Double-sided materials: Optional

Wearable Categories for Editor: (Requirements explained below)

  • Full Body Outfit
  • Topwear
  • Bottomwear
  • Hat
  • Face
  • Footwear
  • Neck
  • Hands
  • Waistwear
  • Backpacks

For Sale in only Store or Editor and Store (Both):

Full Body Outfit:

Clothing assets that cover the torso, arms, and Legs. Like Suits, boilersuits, full uniforms, Full Protective Armour, and full dress also including necklaces, gloves, backpacks, shoulder pads, or dresses.

  • Requirements:
    • File Name: <Gender>_<BodyPart>_<AssetCategory>_<AssetName>_<TextureColor>
    • BodyPart: Torso
    • Asset Category: FullBodyOutfits
  • Eg:-
    • File:- M_Torso_FullBodyOutfits_SoldierOutfit_WhiteAndBlack
    • Texture:-M_Torso_FullBodyOutfits_SoldierOutfit_WhiteAndBlack_BaseColor.png

Topwear

Clothing assets that cover the torso and arms (optional), like Shirts, T-shirts, Jackets, Armour, Tops, or layers of topwear (i.e shirt, jacket, hoodie as one asset)

  • Requirements:
    • File Name: <Gender>_<BodyPart>_<AssetCategory>_<AssetName>_<TextureColor>
    • BodyPart: Torso
    • Asset Category: Topwear or Armour (for Armour)
  • Eg:-
    • File:- M_Torso_Topwear_FormalShirt_Black
    • File:- M_Torso_Armour_BulletProof_Black
    • Texture:-M_Torso_Topwear_FormalShirt_Black_BaseColor.png

Bottomwear

Clothing assets that cover the legs, like Pants, Skirts, Shorts, Leg Armours and may also include knee pads or a belt.

  • Requirements:
    • File Name: <Gender>_<BodyPart>_<AssetCategory>_<AssetName>_<TextureColor>
    • BodyPart: Legs
    • Asset Category: Bottomwear or LegArmour (for Armour)
  • Eg:-
    • File:- M_Legs_Bottomwear_FormalPants_Black
    • File:- U_Legs_LegArmour_KneeGuard_GreenCamo
    • Texture:-M_Legs_Bottomwear_FormalPants_Black_BaseColor.png

Hat

Assets that cover heads like Caps, Hats, Helmet, Headphones, Crown, Tiyara and Hairs.

  • Requirements:
    • File Name: <Gender>_<BodyPart>_<AssetCategory>_<AssetName>_<TextureColor>
    • BodyPart: Head
    • Asset Category: Wig, Caps, Head, Helmet, Headphones, Crown, Tiyara
  • Eg:-
    • File:- M_Head_Wig_Straight _MessyTexturedCrop_Black
    • File:- U_Head_Helmet_MedivialSoldier_MetallicBlack
    • Texture:-M_Head_Wig_Straight _MessyTexturedCrop_Black_BaseColor.png

Face

Assets that covers Facial Hairs, Face Mask, Full Mask, Glasses, Full Head covering Masks, Gas mask and all the assets that fit to the face.

  • Requirements
    • File Name: <Gender>_<BodyPart>_<AssetCategory>_<AssetName>_<TextureColor>
    • BodyPart: Face
    • Asset Category: Facial Hairs, Face Mask, Full Mask, Glasses, Full Head covering Masks
  • Eg:-
    • File:- U_Face_FaceMask_Warrior_Grey
    • File:- 
    • Texture:- U_Face_FaceMask_Warrior_Grey_BaseColor.png

Footwear

Clothing assets that cover the feet of the avatar, like shoes, boots, Protective Armoured Shoes may include socks.

  • Requirements
    • File Name: <Gender>_<BodyPart>_<AssetCategory>_<AssetName>_<TextureColor>
    • BodyPart: Shoes
    • Asset Category: Shoes
  • Eg:-
    • File:- U_Legs_Shoes_KneeHigh_Brown
    • Texture:- U_Legs_Shoes_KneeHigh_Brown_BaseColor.png

Neck

Assets that cover the neck of the avatar, like Necklace, Scarfs, Bows and Ties etc

  • Requirements
    • File Name: <Gender>_<BodyPart>_<AssetCategory>_<AssetName>_<TextureColor>
    • BodyPart: Neck
    • Asset Category: BowsAndTies, Necklace, Scarfs
  • Eg:-
    • File:- M_Neck_BowsAndTies_Bow_Black
    • Texture:- M_Neck_BowsAndTies_Bow_Black_BaseColor.png

Hands

Assets that cover the Hands of the avatar, like Gloves, Armoured Gloves, etc.

  • Requirements
    • File Name: <Gender>_<BodyPart>_<AssetCategory>_<AssetName>_<TextureColor>
    • BodyPart: Gloves
    • Asset Category: Gloves
  • Eg:-
    • File:- U_Hands_Gloves_Gauntlet_BlackAndPurpleGlow
    • Texture:- U_Hands_Gloves_Gauntlet_BlackAndPurpleGlow_BaseColor.png

Waistwear

Assets that cover the Waist of the avatar, like Belts, Waist weapon Holster, Tactical Waist Bag.

  • Requirements
    • File Name: <Gender>_<BodyPart>_<AssetCategory>_<AssetName>_<TextureColor>
    • BodyPart: Waist
    • Asset Category: Belts, Holsters
  • Eg:-
    • File:- M_Waist_Belts_FormalBelt_Black
    • Texture:- M_Waist_Belts_FormalBelt_Black_BaseColor.png

Backpacks

Assets that cover the back side of the avatar, like Backpacks, Back Weapons Holder.

  • Requirements
    • File Name: <Gender>_<BodyPart>_<AssetCategory>_<AssetName>_<TextureColor>
    • BodyPart: Torso
    • Asset Category: Backpacks, BackWeaponsHolder
  • Eg:-
    • File:- U_Torso_BackWeaponsHolders_SwordHolder_Black
    • Texture:- U_Torso_BackWeaponsHolders_SwordHolder_Black_BaseColor.png

Blend Shapes (Shape Keys/Morph Targets):

  1. Understanding Blend Shapes:
    • The Male Model comes with multiple Blend shapes and sizes ranging from 0 (minimum size or leanest) to 1 (maximum size or overweight).
    • Crucial for Editor use only; verify your assets’ deformation with our Avatar.
  2. Note:
    • Maintain identical Blendshape Names as the characters.
    • Test asset deformation against Avatar Blendshapes.

Steps for Creating an Outfit:

Step 1: Download and Inspect the Template

  • Download the template body.
  • Familiarise yourself with template details.
  • Ensure your design adheres to Outfit requirements.

Step 2: Create Your Outfit

  • Fit clothing to the template body.
  • Create UV layout for clothing meshes.
  • Develop texture maps for assets.
  • Do not alter the UV layout, shape, or blendshapes of the template body mesh.
  • Name blendshapes identical to the template body; critical for proper asset fitting.
  • Blendshape 0 is minimum, and 1 is maximum.
  • Stay within the total Polycount (Quards) limit.
  • Materials cannot be shared between meshes.

Step 3: Deformation Testing

  • Add skin weights to clothing meshes for the provided skeleton.
  • All vertices need skin weights assigned.
  • Ensure assets move seamlessly with skeleton animation.

Step 4: Export

  • Export as a GLB file for Editor and GLB, FBX, and OBJ for the store, along with renders, Marmoset viewer, and a preview image.
  • Include:
    • Unmodified skeleton (Armature) provided.
    • Assets optimised to the body mesh.
    • Outfit meshes with materials and skin weights for the skeleton.
    • Maintain blendshape names identical to template body blendshapes.
  • Exclude:
    • Templet Body mesh (provided for reference only).
    • Lights, cameras, animations.

Step 5: Upload

  • Package as recommended based on where you intend to sell (Editor, Store, or Both).

Recommendations and Tips:

Modelling:

  • Make every Quad count, contributing to silhouette or deformations.
  • Details like buttons are better suited for texture maps.
  • Bake details from mid-poly mesh into low-poly mesh.
  • Avoid long and thin Quads causing shading artefacts.
  • Avoid very small Quads or triangles with 0 areas to prevent validation errors.
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