the short version
| what it means for you | |
|---|---|
| r6 | six parts, blocky, cheap to animate, unmistakably classic roblox. combat and obby games live here. |
| r15 | fifteen parts, jointed limbs, far more expressive. simulators, rpgs and anything with custom characters. |
neither is better. r6 is a deliberate aesthetic with a real cost advantage; r15 buys expression and costs animation time.
what changes on the modelling side
- r6 assets are built to read as separate blocky parts. detail goes into the silhouette and the texture, not into deformation.
- r15 needs deformation-friendly topology: loops at shoulders, elbows, hips and knees, and weights that hold at extremes.
- accessories attach differently. a hat or backpack fitted for one rig will not sit right on the other without rework.
- animation libraries do not transfer. an r6 walk cycle is not an r15 walk cycle.
how to decide
- look at your existing game. if players already move as r6, a single r15 npc will look wrong beside them.
- ask what the character has to do. subtle idle acting and expressive attacks want r15. fast readable combat is fine in r6.
- count the animations you will need. r15 multiplies that cost, and animation is usually the larger bill over a character's life.
- decide before the model starts. this is the cheap moment to change your mind.
what a rigged delivery should include
- the rig type named explicitly, matching what you asked for.
- weights tested at extreme poses, not just the t-pose.
- attachments where the engine expects them, so accessories and tools mount without offsets.
- a clip of it moving in studio — the only proof that matters.
- the source file, so the next animation does not start from scratch.