VRM Requirements
As noted in the previous doc, when designing a VRM, especially if you plan to mint it with the Mona Marketplace, you will want it to work on as many platforms as possible including Mobile and/or Standalone VRM spaces.
The Maximum specs below will still pass but would not be considered a good avatar for a Mobile/Standalone VR experience (depending on the space and number of VRMs in the space). That said, it should work well enough in a desktop environment.
Textures play the largest part in file size. Material count and Polycount play the largest part in performance, which is very important when it comes to Standalone VR and Mobile platforms.
File type: VRM
Materials : 1 Recommended (2 maximum)
Textures:
One 1024 x 1024 single texture / 512 x 512 multiple textures per material Recommended.
One 2048 x 2048 single texture / 1024 x 1024 multiple textures per material Maximum.
Smaller size is recommended for more than one material.
Optional - Diffuse may include alpha for transparency.
Optional - Normal map.
Optional - Roughness/Smoothness & Metallic map.
Optional - Emissive map.
Excellent VRM Specs / All platforms | Good VRM Specs / Most platforms | Maximum VRM Specs / Desktop |
Less than 8Mb in total Less than 2m in unit height Less than 7,500 polygons (15,000 triangles) 1 Mesh 1 Material 1024 x 1024 Total textures * | Less than 10Mb Less than 2m in unit height. Less than 10k polygons (20,000 triangles) 1-2 Meshes 1-2 Materials 1024 x 1024 Individual textures * | Less than 12Mb Less than 3m in unity height Less than 12.5k polygons (25,000 triangles) 1-2 Meshes 1-2 materials 2048x2048 Total textures * |
* Note how the textures differ from Total and Individual. Total means that all your textures add up to the target textures. So 1024x1024 total textures would be 512x512 versions of Diffuse, Normal, Smoothness/Metallic, and Emissive texture.
1024x1024 total textures would be 512x512 versions of diffuse, normal, Smoothness/Metallic, and emissive texture. 1024x1024 Individual texture would be 1024x1024 for each texture type.
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