Sections 7 parts
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A character technical spec turns the desired look into production acceptance criteria. Instead of chasing universal numbers, it defines the asset role, platform, camera, rig, texture behavior, LOD rules, and delivery evidence that make approval measurable before production starts.
- Spec purpose
The spec connects concept, artist, engine, and receiving team so everyone knows what the asset must do, not only how it should look.
- Main mistake
Triangle counts, texture sizes, bone limits, and LOD setups are only useful after the asset role and production context are known.
- Acceptance value
A good spec gives technical leads, producers, and clients a concrete way to approve, reject, or request changes without vague taste debates.
A character specification is the production agreement that sits between the concept, the artist, and the engine. It should be specific enough for a technical lead to validate, but readable enough for a producer or client to understand what they are approving.
The mistake is treating specs as a list of universal numbers. There is no single correct triangle count, texture size, bone count, or LOD setup for every character. The correct spec depends on platform, camera distance, animation complexity, material cost, crowd density, and the receiving team’s pipeline.
The client risk is approving a look without approving the constraints that make the look usable. This model turns project-specific requirements into acceptance criteria before production starts.
Specification job
A useful spec turns taste into acceptance criteria
It names the asset role before numbers are chosen.
It explains which constraints come from platform, camera, rig, shader, or review needs.
It gives the receiving team a concrete way to approve or reject the delivery.
Example spec snapshot
Hero real-time character
Classification
Rig target
Texture rule
01. Asset Classification
Start by naming the role of the character. Budget and quality expectations change when the asset moves from hero close-up to background crowd.
Data table
Character classification and production concern
Classification sets the context for budget, fidelity, deformation, and import expectations.| Classification | Typical production concern |
|---|---|
| Hero character | close-up fidelity, facial range, material response, deformation quality |
| Primary NPC | readability, animation stability, texture efficiency, variant support |
| Background or crowd | silhouette, LOD behavior, material consolidation, memory footprint |
| Cinematic asset | close-up detail, groom or hair fidelity, render-time material response |
| Mobile or UGC asset | strict size limits, simplified materials, stable import, marketplace rules |
This classification should appear at the top of the spec. Without it, every downstream number is ambiguous.
02. Geometry and Topology Spec
Define topology by function, not only by polygon count.
Specify:
- target mesh type: static, skeletal, modular, groom-supported, cloth-supported, or accessory-only
- triangle budget or range by LOD and platform
- deformation zones: shoulders, elbows, knees, hips, neck, jaw, fingers, eyes, cloth, or armor
- edge-flow requirements around bending or facial areas
- whether subdivision, sculpt source, or high-poly bake source must be delivered
- acceptable non-deforming detail: cards, shells, decals, floaters, or baked details
- collision, physics, cloth, and attachment proxy requirements
Topology is acceptable when it supports the target pose range and engine import, not when it merely looks clean in a static viewport.
03. Rig, Skeleton, and Animation Spec
For rigged assets, the skeleton should be specified before final modeling and skinning decisions.
Define:
- rig type: Humanoid, Generic, Epic-style, proprietary, or client-provided
- root bone name, location, and orientation
- neutral pose: A-pose, T-pose, bind pose, or project-specific pose
- maximum skin influences per vertex if the target engine enforces one
- facial requirements: blendshapes, morph targets, bones, corrective shapes, or none
- cloth, hair, physics, and secondary-motion expectations
- animation test clips or pose checks required for acceptance
- whether retargeting, avatar mapping, or animation blueprints are part of the handoff
A character can pass a beauty review and still fail production if the shoulder, jaw, fingers, skirt, armor, or prop attachments do not deform under the expected motion.
04. UV and Texture Spec
The texture spec should describe map behavior, not just resolution.
Define:
- UV layout: 0-1, UDIM, trim, mirrored, stacked, or studio-specific
- texel density target or hierarchy
- padding expectations by texture resolution
- texture set count and material ID rules
- map list: base color, normal, roughness, metallic, AO, opacity, emissive, subsurface, thickness, height, masks
- color space: sRGB for color data, linear for data maps and packed masks when required
- bit depth and file format expectations
- channel packing rules, such as ORM or custom mask layouts
- source texture delivery: Substance, PSD, EXR, or baked finals only
Packed maps should always include a channel legend. For example:
Data table
Packed map channel legend example
Document channel packing so integration, shading, and QA teams interpret maps consistently.| Channel | Example use |
|---|---|
| R | Ambient occlusion or custom mask |
| G | Roughness or custom mask |
| B | Metallic or custom mask |
| A | Opacity, cavity, blend, or unused |
Do not assume a universal packing order. The receiving shader and engine import settings define the correct answer.
05. Materials, Shaders, and Engine Import
Material count affects rendering cost, asset readability, and integration complexity.
Specify:
- maximum material slots by LOD or asset type
- whether material instances are expected
- shader model or master material family
- required parameters: tint, roughness variation, emissive intensity, dirt masks, team colors, damage states
- transparency, alpha clipping, hair, cloth, subsurface, or two-sided material requirements
- expected preview environment for approval
- target engine import settings when applicable
For Unity pipelines, technical specs may need to name rig type, Avatar behavior, texture import max size, compression behavior, blendshape usage, and Skinned Mesh Renderer expectations. For Unreal pipelines, specs often separate Skeletal Mesh, Skeleton, Animation Blueprint, material instances, morph targets, and physics assets.
06. LOD and Performance Spec
Performance specs should be written as acceptance criteria.
Define:
- LOD count and naming
- triangle reduction target or visual priority per LOD
- whether skeleton and material slots remain stable across LODs
- hair, cloth, accessory, and weapon behavior per LOD
- texture resolution per platform or distance tier
- acceptable compression behavior
- preview conditions for checking visual degradation
Avoid declaring a character “optimized” without naming what it is optimized for. A hero face rig, a mobile NPC, a cinematic creature, and a crowd character optimize different things.
Spec decision
Write the spec around the asset role
| When | Choose | Avoid |
|---|---|---|
| Hero character Fidelity risk | Define close-up material response, facial range, deformation proof, source files, and high-risk review areas. | Using crowd-asset budgets as the starting point. |
| Modular or customizable character System risk | Define attachment rules, shared skeleton behavior, material variants, naming, and QA combinations. | Treating each outfit or prop as an isolated art asset. |
| Mobile, UGC, or marketplace asset Platform risk | Define size limits, simplified materials, import stability, allowed formats, and platform rules first. | Approving a high-detail source asset before platform acceptance is clear. |
07. Delivery and Acceptance Criteria
The spec should end with a delivery checklist that a lead can verify.
Acceptance criteria:
- source files open without missing dependencies
- final exports import into the target environment
- scale, origin, skeleton, and naming match the spec
- textures load with correct color space and compression behavior
- UVs, material slots, and texture sets match the documented structure
- LODs, morph targets, blendshapes, or animation data are present when required
- the asset passes a neutral pose and at least one deformation or preview test
- technical notes document exceptions, known limitations, and export presets
When the spec is written this way, approval becomes less subjective. The review can still discuss art quality, but production readiness has objective evidence.
If a spec cannot say what would fail acceptance, it is not yet a production spec. It is a preference list with technical language attached.
Related production links
Use the spec with briefing, handoff, and QA
External sources used to ground the production guidance in this article.
Spec support
Define the character spec before production locks in.
Align platform, camera distance, rig target, texture rules, delivery formats, and acceptance criteria before small assumptions get expensive.


