Issues with Texture Quality, Missing Maps, Hair Transparency, and Rendering in RPM

Hello,

I’m experiencing several issues after importing my avatar into Ready Player Me. The model looks high-quality in Blender, but it loses detail and visual fidelity in RPM. I need clarification on the following:

  1. Supported Maps: How many texture maps does RPM support for GLTF avatars? Can I use normal, height, occlusion, roughness, and metallic maps?
  2. Hair Transparency Issues: The hair appears either too opaque or incorrectly rendered. What settings should I use for proper transparency?
  3. Texture Compression & Quality Loss: Textures appear compressed and lose detail after importing into RPM. Is there a way to maintain full quality?
  4. High-Detail Avatars: I want to upload a highly detailed, realistic avatar. Is it possible in RPM, or am I wasting my time?
  5. Lighting & Rendering: Does RPM allow modifications to its lighting and shading to resemble Blender’s lighting and shader setup?

Please provide guidance on how to achieve the best possible visual quality within RPM.
Thank you!




Hello @FarazKhan and welcome to forums,

Ready Player Me supports various texture maps for GLTF avatars, including normal, occlusion, roughness, and metallic maps. These maps can certainly be used, but it’s important to note that we apply texture compression to ensure avatars load quickly and efficiently across platforms. This may result in some loss of detail.

Regarding lighting and rendering, these are specific to the scene setup in the web creator tool. However, if you need more control over lighting, shading, and visual quality, you can create your own custom creator and make further adjustments in Unity using our SDK. You can find more details on this in our documentation:

This will give you the flexibility to fine-tune the look of your avatars and enhance the overall visual quality to better match your original setup.