Create custom textures and 3D models for Augmented Faces
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To implement Augmented Faces, you need customized textures and models for
overlaying on identified face meshes. These assets are created by artists
ahead of time in 3D modeling and animation software, and exported as FBX
files.
Canonical files
The SDKs ship with a canonical_face_mesh.fbx file and a
canonical_face_mesh.psd file to help artists create assets that will overlay
properly onto faces detected by ARCore. These files can be found in the
assets/canonical_face_mesh.fbx folder.
Create 3D models with the FBX file
The FBX file contains the face mesh topology, UV texture coordinates, and
rig that defines the supported facial regions provided for creating and
attaching assets. To ensure they're compatible with ARCore, FBX files should
be saved using supported settings.
This file contains a reference facemesh that should not be exported as part of
the final FBX. ARCore will generate and update a separate face mesh at
runtime.
Create 2D textures with the PSD file
The .psd face mesh reference texture is used to see how a texture that an
artist creates lines up with a user's facial features at runtime. It includes
four layers:
Mask: Shows where the eyes, nostrils, and mouth are located in the texture.
Lines: Guidelines that show how a user's facial features line up with a
texture during runtime.
UVs: Represents triangulation of the 468 point face texture mesh.
Background: A neutral gray background layer to make the other three
components visually clear.
If you modify the PSD file, you should see your changes as soon as you
export.
Customize the canonical face mesh
If models and textures are being created using the
assets/canonical_face_mesh.fbx included in the SDK, these settings are also
required when exporting FBX files:
Make sure the any custom meshes are skinned to the associated bones or regions.
Use the following hierarchy:
asset
|__root
| |__NOSE_TIP
| |__FOREHEAD_RIGHT
| |__FOREHEAD_LEFT
|__facemesh <-- for reference
|__ <-- place additional custom 3D meshes here
Do not export the included facemesh model. This mesh is for reference only.
ARCore will create a separate face mesh at runtime. Use the UVs in facemesh
as a reference when creating custom face mesh textures.
Place custom meshes as children of the asset node.
Use of namespaces is supported.
The asset contains four bones consisting of root and NOSE_TIP,
FOREHEAD_RIGHT, and FOREHEAD_LEFT regions. Do not change the names of
these bones.
[[["Easy to understand","easyToUnderstand","thumb-up"],["Solved my problem","solvedMyProblem","thumb-up"],["Other","otherUp","thumb-up"]],[["Missing the information I need","missingTheInformationINeed","thumb-down"],["Too complicated / too many steps","tooComplicatedTooManySteps","thumb-down"],["Out of date","outOfDate","thumb-down"],["Samples / code issue","samplesCodeIssue","thumb-down"],["Other","otherDown","thumb-down"]],["Last updated 2025-07-14 UTC."],[[["\u003cp\u003eAugmented Faces in ARCore uses custom 3D models and 2D textures, created by artists and exported as FBX files, to overlay onto detected faces.\u003c/p\u003e\n"],["\u003cp\u003eARCore provides a canonical face mesh (FBX and PSD files) to guide the creation of compatible assets for accurate overlay on user faces.\u003c/p\u003e\n"],["\u003cp\u003eThe FBX file defines the face mesh structure and regions, and any custom 3D models should be skinned to its associated bones while adhering to a specific hierarchy.\u003c/p\u003e\n"],["\u003cp\u003eThe PSD file provides a reference texture with layers for mask, lines, UVs, and background, aiding artists in aligning textures with facial features.\u003c/p\u003e\n"],["\u003cp\u003eWhen exporting custom FBX files, the reference 'facemesh' should be excluded, as ARCore generates its own face mesh at runtime.\u003c/p\u003e\n"]]],[],null,["To implement Augmented Faces, you need customized textures and models for\noverlaying on identified face meshes. These assets are created by artists\nahead of time in 3D modeling and animation software, and exported as FBX\nfiles.\n\nCanonical files\n\nThe SDKs ship with a `canonical_face_mesh.fbx` file and a\n`canonical_face_mesh.psd` file to help artists create assets that will overlay\nproperly onto faces detected by ARCore. These files can be found in the\n`assets/canonical_face_mesh.fbx` folder.\n| **Note:** Both the FBX and PSD files are included in the [public iOS GitHub repository](https://github.com/google-ar/arcore-ios-sdk/tree/master/Assets), but are not shipped as part of the ARCore Cocoapod.\n\nCreate 3D models with the FBX file\n\nThe FBX file contains the face mesh topology, UV texture coordinates, and\nrig that defines the supported facial regions provided for creating and\nattaching assets. To ensure they're compatible with ARCore, FBX files should\nbe saved using supported settings.\n\nThis file contains a reference `facemesh` that should not be exported as part of\nthe final FBX. ARCore will generate and update a separate face mesh at\nruntime.\n\nCreate 2D textures with the PSD file\n\nThe `.psd` face mesh reference texture is used to see how a texture that an\nartist creates lines up with a user's facial features at runtime. It includes\nfour layers:\n\n- **Mask:** Shows where the eyes, nostrils, and mouth are located in the texture.\n- **Lines:** Guidelines that show how a user's facial features line up with a texture during runtime.\n- **UVs:** Represents triangulation of the 468 point face texture mesh.\n- **Background:** A neutral gray background layer to make the other three components visually clear.\n\nIf you modify the PSD file, you should see your changes as soon as you\nexport.\n\nCustomize the canonical face mesh\n\nIf models and textures are being created using the\n`assets/canonical_face_mesh.fbx` included in the SDK, these settings are also\nrequired when exporting FBX files:\n\n- Make sure the any custom meshes are skinned to the associated bones or regions.\n\n- Use the following hierarchy:\n\n ```\n asset\n |__root\n | |__NOSE_TIP\n | |__FOREHEAD_RIGHT\n | |__FOREHEAD_LEFT\n |__facemesh \u003c-- for reference\n |__ \u003c-- place additional custom 3D meshes here\n ```\n- Do not export the included `facemesh` model. This mesh is for reference only.\n ARCore will create a separate face mesh at runtime. Use the UVs in `facemesh`\n as a reference when creating custom face mesh textures.\n\n- Place custom meshes as children of the `asset` node.\n\n- Use of namespaces is supported.\n\n- The asset contains four bones consisting of `root` and `NOSE_TIP`,\n `FOREHEAD_RIGHT`, and `FOREHEAD_LEFT` regions. Do not change the names of\n these bones."]]