# Creating a Base Character

## Basic Steps

To create a new base character archetype from the Unity Assets menu, first create a new Base Character through the **Create Asset** menu.

![From the "Create Asset" menu, you'll see a path from Character > Base Character.](https://2678059060-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MPci6M9jWEmMc1c93U5%2F-MPd_pzOA0sOf4Q3t9F0%2F-MPddKVSKxTtJm-QWASg%2Fimage.png?alt=media\&token=5735ae36-82dc-4457-b941-47115edc1aaf)

From there, drag your base character Prefab/FBX into the **Model Prefab** field. Pressing the **Import Data from Prefab** button will import the necessary information about the character. It can then be used with compatible [Morphs](https://docs.linteum.tools/extending/creating-a-morph) and [Clothing](https://docs.linteum.tools/extending/creating-compatible-clothing).&#x20;

Note that vertex ordering is important, and the same steps applied in the [Gotcha](https://docs.linteum.tools/creating-a-morph#protip-gotcha-vertex-ordering) section of the Morphs documentation should be followed here, too.

## Modifying Materials

The Materials panel is worth noting in particular, as this allows you to control the behavior of the atlas functionality. Each material can be set to one of three values.

![The "Materials" panel in the Inspector window.](https://2678059060-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MPci6M9jWEmMc1c93U5%2F-MPd_pzOA0sOf4Q3t9F0%2F-MPddgigtX0Yznh1NQ6Y%2Fimage.png?alt=media\&token=3675e7aa-d807-4183-89f8-bd3c9593d203)

* **Merge:** This material can safely be merged with other materials by the atlasing tool.
* **Leave:** This material should never be merged with other materials.
* **Leave or Strip:** As above, except for low performance targets, this material and associated triangles can be removed entirely.
