> For the complete documentation index, see [llms.txt](https://docs.otherside.xyz/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.otherside.xyz/odk-docs/characters/creating-a-custom-character/technical-specifications.md).

# Technical Specifications

Below are the technical requirements and supported features for avatars in Otherside. Following these ensures your assets import cleanly and display correctly.

***

### **File Requirements**

#### 3D Asset

* **3D Model Format:** `GLB` (binary glTF)
* **Texture Formats:** `JPG` or `PNG`
* **Shading Model:** `PBR` (Physically Based Rendering)
* **Max Texture Size:** `2048 × 2048`
* **Max Tri/Poly Count:** `50,000`
* **Max Avatar File Size (on disk):** `20 MB`. Recommended File Size: `<10 MB`.
* **Physical Size:** Max Height `2 meters` Min Height `1 meter`

#### MML File

* UTF-8 encoding

***

### **Supported Texture Channels**

Only the **Basecolor** map is required. Other maps (Normal, ORM, Emissive) are optional but can greatly enhance visual fidelity.

👉 **Important:** Only include Emissive if your avatar actually has glowing elements.

| **Channel**      | **Description**                                                                                                                                                                                                                                                                                                                                                                  | **Colorspace** | **Token** |
| ---------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------- | --------- |
| **Basecolor**    | Defines the visible color and pattern of the model. This is the only required channel.                                                                                                                                                                                                                                                                                           | sRGB           | `BC`      |
| **Normal**       | Adds surface detail without increasing polygon count. For example, wrinkles in clothing or grooves in armor.                                                                                                                                                                                                                                                                     | Linear         | `N`       |
| **ORM (Packed)** | <p>A single texture that combines three grayscale maps:<br><strong>Occlusion</strong> – Adds baked-in shadows and depth.<br><strong>Roughness</strong> – Dark = shiny surface, Bright = rough surface.<br><strong>Metalness</strong> – Dark = non-metal (plastic, paint), Bright = metallic. Packing these maps into one texture reduces file size and improves performance.</p> | Linear         | `ORM`     |
| **Emissive**     | Defines areas of the model that emit light (e.g., glowing eyes, neon strips). Use sparingly, only when necessary.                                                                                                                                                                                                                                                                | sRGB           | `E`       |


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# Agent Instructions
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## Querying This Documentation
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