BFD / Spryte Asset System 7 figures · gen: nano-banana

Modular Wearables — visual spec

A wardrobe, composed from parts.

One recursive primitive runs the whole system: parts build a garment, garments build a look, a look dresses an avatar — each level a spec that references its pieces and bakes on demand. These seven figures are the argument, drawn.

parts → garment → worn item → avatar sockets, not seams shape is a slider

Fig. 01The primitive

Left to right: separate parts, an assembled shirt, the shirt worn on an avatar torso, a full dressed avatar.

Composition is recursive.

Parts assemble into a garment, a garment plus modifiers becomes a worn item, worn items dress an avatar. The same mechanism at every scale — content-addressed spec in, baked asset out — so nothing needs a new engine.

Fig. 02Sockets

Blueprint of a shirt with glowing sockets: collar ring, cuff rings, pocket region, button-placket line.

A garment is a core plus named sockets.

Each socket is a typed attachment point — fixed (collar seat), region (a pocket you slide on the chest), or curve (buttons down a placket) — that any compatible part snaps into.

Fig. 03Shape family

Grid of the same shirt with different collars: crew, v-neck, mandarin, point, spread, butterfly.

One socket, a family of parts.

Crew, v-neck, mandarin, point, spread, butterfly — interchangeable collars that all mate the same neckline. A shape_family is just the parts that share a socket interface.

Fig. 04Toggles

Same hoodie four ways: drawstring on, drawstring off, full-zip, half-zip.

On, off, or swapped — in the spec, not the mesh.

Drawstring present or absent; pullover, full-zip, or half-zip. These are toggles and variants on the hoodie's closure socket — configuration lives in the worn-item spec, never a duplicated asset.

Fig. 05Assembly

Exploded view: a core shirt with alternative collars, cuffs, pocket, and buttons floating on dashed lines.

Kit of parts.

Snap collars, cuffs, and pockets onto a core. A small parts library across many cores spans an enormous garment space with almost no new geometry — and a miss can generate a missing part, not a whole garment.

Fig. 06Colorway

The same patterned tee shown in five different color palettes in a row.

One pattern, many looks.

Dynamic recolor of a single palette-separable pattern — infinite colorways from parameters, zero new textures, applied live in the shader.

Fig. 07Parametric

A collar morphing small to large and a cuff morphing thin to thick, each with a slider.

Shape is a slider, not a shelf.

Collar size, cuff width — continuous parameters blended across a gamut, so you tune to the perfect proportion instead of picking from discrete meshes. Same principle as a body morph, applied per part.

The payoff, stated plainly.

small parts library × many cores × parametric shape = a vast wardrobe, almost no new geometry.

Every figure above is one composition spec resolved and rendered. That is the whole system — reuse first, generate only the genuinely new part, and bake on demand.