A complete guide to creating accessories for Roblox. We cover vertex limits, verification, layering clothing, and how to optimize geometry.
# The Gold Rush
User Generated Content (UGC) on Roblox is a legitimate career path. Top creators are earning six figures. But the technical constraints are strict to ensure performance across millions of devices.
# R6 vs R15: The Rigging Standard
Understanding the avatar type is crucial when creating assets.
R6: The classic "blocky" style. It has 6 body parts (Head, Torso, Left Arm, Right Arm, Left Leg, Right Leg) and 6 joints. Animations are stiff and retro. It relies on simple rotation of limbs without bending.
R15: The modern standard. It splits the avatar into 15 parts, allowing for elbows, knees, and fluid movement. This increased bone count allows for much more expressive animations. Most new UGC items are designed for R15 to support Layered Clothing.
# Bone Counts & Animation
For standard rigid accessories (like hats), you don't need bones—they attach to a static attachment point. However, for Layered Clothing, skinning is required.
Rigging Limits: The R15 rig uses a specific hierarchy. When creating custom characters, you must match this structure.
Face Animation: Dynamic Heads support facial animation, typically limited to around 50 bones/controls for performance on mobile devices.
Cage Mesh: This is the most critical part for layered clothing. You must model an "Inner Cage" (to fit over the body) and an "Outer Cage" (to define the cloth surface). If your bone weights don't match the cage perfectly, the clothing will clip or explode in-game.
# Technical Limits Checklist
Max Vertices: 4,000 for standard accessories.
Texture Size: 1024x1024 (automatically downscaled to 256x256 or 512x512 depending on asset type, but work at 1k).
Scale: 1 Blender Unit = 1 Roblox Stud (roughly). Always check scale before export.
# Tools You Need
You don't need expensive software. Blender is the standard. Use the "Roblox UGC Validator" plugin to check your assets before export.