roblox ugc: what gets an accessory approved
most ugc rejections are not about art. they are about a triangle count that went over, a texture that was the wrong size, or a hat that clips through every head it is put on. all of that is decided before the piece is uploaded, so it is worth knowing what the upload is going to check.
the hard limits
roblox publishes limits for each accessory type and enforces them at upload. they move occasionally, so check the creator docs the week you ship, but the shape of them has been stable for years:
| the check | what it means for the brief |
|---|---|
| triangle cap per accessory | rigid accessories sit in the low thousands of triangles. a hat that looks great at 9k will simply not upload. ask for the piece under the cap with headroom. |
| one texture, one size | a single texture map, square, within the published maximum. detail has to live in the mesh and the paint, not in a second map. |
| bounding box per type | each accessory type has a box it must fit inside relative to the attachment point. a hat is not allowed to be a cape. |
| attachment point | the mesh needs the right attachment for its type (hat, hair, face, shoulder, back, waist, front). wrong attachment, wrong fit on every avatar. |
| pbr (optional) | surface appearance maps are supported for some types. they make a piece read as metal or fabric, and add to the file you have to keep under the limits. |
fitting is the real test
an accessory lives on thousands of different bodies. a piece modelled on one head will clip through others. the modeller should fit against the standard avatar rigs, test on r6 and r15, and check the piece against the bundles your audience actually wears. at bevel this is part of the job, not a revision.
layered clothing is a different job
a layered shirt is not a hat with a different attachment. it needs an inner and outer cage so it deforms over any body, it has its own limits, and it takes longer to build and test. if you want clothing, say clothing; the quote for a hat will not cover it.
what to hand the modeller
- the accessory type and the attachment point.
- the style lane: stud, low-poly, hand-painted or realistic, with two or three references from the catalogue that sell well in your niche.
- the budget: triangles and texture size, under the current cap with headroom.
- whether you want pbr maps, and which ones.
- the deliverables: the .fbx or .obj, the textures, and a screenshot of it fitted on the standard rigs.