Using the Spark AR Studio Face Reference Assets

The Face Reference Assets are a collection of textures and 3D objects. Use them when you're creating face effects in Spark AR Studio.

Download the Face Reference Assets here.

What's included in the Face Reference Assets

There are 3 types of asset to use when you're making objects and textures in external software:

You'll also get 2 assets that can be imported straight into Spark AR Studio:

faceMesh.fbx, faceMesh.dae and faceMesh.obj

This is the face mesh Spark AR Studio uses to to define someone's face, and track it:

Use this mesh to help you create assets in external software. We recommend using FaceMesh.fbx for maximum compatibility.

As a scale reference

Use the face mesh as a scale reference, for example when you're creating objects like glasses or hats that you'll track to the face.

Using this mesh as a reference will mean objects are the right size when you import them into Spark AR Studio.

Create facial distortion blendshapes

Use 3D software to move the points in this object, to distort the shape of the mesh. You can then import it into Spark AR Studio, and use it as a blendshape to change the shape of someone's face when they're using the effect.

Create custom mask and makeup effects

Use the mesh as a base when you're making textures in external software. For example, as a starting point for making masks, make up effects or maps to use with the physically-based shader.

faceFeminine.jpg and faceMasculine.jpg

Use these textures as templates when creating your own textures for face effects. Import them into the software you use to create textures, and create your texture on a new layer.

They'll help you see facial features are in more detail - like the start and end of the eyebrows or the volume of the lips. These textures are grey in tone.

faceMesh.png and faceMeshTrackers.png

These textures represent the UV layout and topology of the face mesh used in Spark AR Studio. faceMeshTrackers.png features red dots, highlighting the points on the face that are tracked by our system.

Creating textures using these grids as a reference will help you understand where parts of the texture will be positioned in the effect.

Keep in mind these textures omit the face outline points.


This texture can be used to fade the edges of a material applied to someone's face. This is useful when you want to blend a material or texture with the face.

In the image below, we've used FaceMeshMask in the effect on the right:

To add this texture to your project:

  1. Create a material for a face mesh in your scene.
  2. Select the material in the Assets panel.
  3. In the Inspector panel, check the box next to Alpha.
  4. Import this texture from your computer, using the drop down next to Texture.

headOccluder.fbx, headOccluder.dae and headOccluder.obj

Combine this object with an occluder material to occlude the volume of the head. The mesh won't completely match the user's head, but it can give you a good idea.

This is useful when you're creating effects with items like crowns or hats - because it will hide parts of the item that would be covered by the head in real life.

The face portion is flat. This means it won't interfere with the face mesh you'll add to the scene, which will reflect the face and movement of the user.

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