# Modelling the Avatar

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With your reference board or character design clear in your head we can start building the character.&#x20;

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.

<figure><img src="https://1511627699-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FwBY0yo2lTxFMvwpoAeN8%2Fuploads%2FU2RonOEmIYpN7avIPPlQ%2Fimage.png?alt=media&#x26;token=e6eada8b-d729-41f7-87dd-f2f922cdfd6b" alt=""><figcaption></figcaption></figure>

## 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.&#x20;

<figure><img src="https://1511627699-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FwBY0yo2lTxFMvwpoAeN8%2Fuploads%2FFsbEbx6OBuJpftaYK2kr%2Fimage.png?alt=media&#x26;token=b509c38e-3bfd-4fc1-a511-a8e8dc431e64" alt=""><figcaption><p>Display Statistics to make sure the tria count is low enough...</p></figcaption></figure>

* Make sure that the *triangle* count falls *under* the following by going to the Overlay options and selecting Statistics :&#x20;
  * 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.
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### 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 :&#x20;
  * Scale is 1.0.
  * Position is 0,0,0.
  * Rotation is 0,0,0.

<figure><img src="https://1511627699-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FwBY0yo2lTxFMvwpoAeN8%2Fuploads%2F9lyxRZc8pOyyNbkDBepE%2Fimage.png?alt=media&#x26;token=1e2e1b6e-524e-4f21-80b8-2f9b09f52fff" alt=""><figcaption><p>Example of Applied Transforms...</p></figcaption></figure>

* Polycount is below the maximum :&#x20;
  * 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**
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In this doc&#x20;
