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.
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Last updated 2025-07-14 UTC.
[null,null,["Last updated 2025-07-14 UTC."],[[["\u003cp\u003eAugmented Faces uses custom textures and 3D models (FBX files) created by artists to overlay onto detected faces.\u003c/p\u003e\n"],["\u003cp\u003eThe SDK provides a canonical face mesh (FBX and PSD files) to guide asset creation and ensure compatibility with ARCore.\u003c/p\u003e\n"],["\u003cp\u003eArtists use the FBX file to create 3D models, ensuring correct topology and rigging for facial regions.\u003c/p\u003e\n"],["\u003cp\u003eThe PSD file aids in creating 2D textures, providing layers to align artwork with user facial features during runtime.\u003c/p\u003e\n"],["\u003cp\u003eWhen exporting FBX files, specific settings and hierarchy must be followed for seamless integration with ARCore's face tracking.\u003c/p\u003e\n"]]],["Artists create custom 3D models and 2D textures in FBX and PSD formats for overlaying on detected face meshes. The SDK provides `canonical_face_mesh.fbx` and `.psd` files for guidance. The FBX file defines face mesh topology and facial regions; `.psd` guides texture alignment with features, using layers for masks, lines, UVs, and background. When exporting custom FBX files, ensure custom meshes are skinned to specified bones and follow the outlined hierarchy, excluding the reference `facemesh`.\n"],null,["# Create custom textures and 3D models for Augmented Faces\n\nTo 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---------------\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\nCreate 3D models with the FBX file\n----------------------------------\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------------------------------------\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---------------------------------\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."]]