# Zepeto

### Platform features

* [Paint layers](#paint-layers)
* [Morphing](#morphing)
* [3d accessories](#3d-accessories)

## Software

Work must be carried out using the following software:

* **Blender** - no specific version (final model placement with all textures and skeleton)&#x20;
* **Unity  2020.3.9f1**
* You will also need **Unity project** from Zepeto, you can download it either from this [link or go ](https://disk.yandex.ru/d/wRdBFJ1lwmybAQ)to the official [website](https://studio.zepeto.me/ru/guides/world-130) of Zepeto and download it there.
* Chose[ reference ](https://wiki.customuse.com/platform-basics/choosing-references)

## Model preparation

### Modelling&#x20;

Using "mannequins" which are also called **masks** is a strict **requirement** of the platform.

Mask defines the area to hide in Zepeto, so without it outfit won't work properly.

{% hint style="info" %}
You can find **mask** by this [link](https://studio.zepeto.me/guides/creating-your-item-3d-modelers-1)
{% endhint %}

#### Mask

On the mannequin itself, you must make a vertex mask.&#x20;

The area covered by your clothes should be **black**, and the remaining area that your clothes model does not cover should be **white**.&#x20;

![](https://lh5.googleusercontent.com/7p43T2mbwog7eIe_3KSi3zvuhRaak4FfUypfUMEqHqlJtAOTUWIeNRIqFfqNKDu03lJFEzfEXYiGq3n0BxmO3HTquhsoLdju32Y8Ce18yKjlOxkAAkM8_xacoaIc0RDwLXDx_6fLfypZO_NwS6pkkwuJf5CBhNm_w-Jjkv8Qx4mGCbPl67d8AfGNpGBgA3nlV3J-4dQidg)

{% hint style="info" %}
With vertex mask, Unity can see which area of the character model is covered by your clothes and won't render it, thus increasing optimization.
{% endhint %}

<details>

<summary>Restriction on polygon quantity</summary>

* **Dress** - 8700 polygons.
* **Outerwear** - 4700 polygons
* **Trousers** - 3700 polygons
* **Shoes** - 3700 polygons
* **Headwear** - 3700 polygons
* **Gloves** - 3700 polygons
* **Bag** - 3200 polygons

</details>

Be sure to check out [the instructions ](https://studio.zepeto.me/console/guides/creating-your-first-item-3d-modelers_1)on the official Zepeto website.

### **UV Layout**

UV Layout uses general standards.&#x20;

{% hint style="info" %}
Check general UV Layout requirements [here](https://wiki.customuse.com/platform-basics/uv-layouting).
{% endhint %}

There is one nuance in Zepeto pipeline:

On the UV map, there should be **1/5 of an area free** (image below), the area should be empty of UV islands and white on texture. This area is reserved for UV of [**accessories**](#3d-accessories) in case they will be added.

<figure><img src="https://lh6.googleusercontent.com/gelPxZWR1S6qZaBiZj4fknRpNaNMeeXMC7Li8DB-bpJhVL4fdQhL3AVtG6NW_-MXgwUBWJzWHlf2YJ6Mql2dGuUascQR5OJhotyL5mpLGRy4S4FZJWeVgClKw2srKMfiqFrg-mPdnw_Qm504iggmzXwKXijDm5YTTRYVRLoHf8YNmqinZfqgy-jSARFsVwIsFvS2gXQ5Eg" alt=""><figcaption><p>UV layout example</p></figcaption></figure>

### Texturing

{% hint style="info" %}
Maximum allowable texture resolution: **512x512** in **png** format.
{% endhint %}

The model itself can be painted in any program convenient for you, the main thing is that in the end, the textures should be as optimized as possible.&#x20;

Zepeto uses 2 textures:

* **Albedo**
* **Normal map**

### Materials

* The use of procedural shaders is **not** required.
* A standard "Principled BSDF" shader and a set of PBR textures will be sufficient
* The **number** of materials per object - 1

{% hint style="info" %}
More information on the materials is at this [link](https://studio.zepeto.me/guides/creating-your-item-3d-modelers-2).
{% endhint %}

### Rigging

It is necessary to add animation bones to the model, and correctly distribute weights for the bones to work properly.

One way to rig for this platform:&#x20;

* Download that category of clothing model from the zepeto website that you are modelling.&#x20;
* Take its bones, bind them to your model and copy the weights from the model you downloaded to your model.&#x20;

{% hint style="info" %}
Examples of models you can find on this [link](https://studio.zepeto.me/guides/creating-your-own-world)
{% endhint %}

### Paint layers

Paint layers use general standards. No unique features on Zepeto here.

{% hint style="info" %}
Check general Paint Layers requirements [here](https://wiki.customuse.com/platform-basics/paint-layers).
{% endhint %}

### Naming

Naming uses general standards. No unique features on Zepeto here.

{% hint style="info" %}
Check general Naming requirements [here](https://wiki.customuse.com/platform-basics/naming-convention).
{% endhint %}

### Morphing

Morphing for the Zepeto requierments:

* You need to be sure that after your shaping cloth will fit the body

{% hint style="info" %}
Check general Morphing requirements [here](https://wiki.customuse.com/platform-basics/morphing).
{% endhint %}

### 3D Accessories

Accessories will have a texture that[ **fills 1/5 of the 2D Canvas**](#texturing)**.**&#x20;

Accessories don't have a material, they copy the material from the parent model and also will get automatic weights

{% hint style="info" %}
You can find more information [here](https://wiki.customuse.com/platform-basics/3d-accessories)
{% endhint %}

### Exporting

Before exporting your model, make sure you have done all the steps correctly.&#x20;

You must export at least 3 objects in one file:&#x20;

* character mesh with vertex mask&#x20;
* bones and your&#x20;
* model

The character and your model must be in **t-pose**.&#x20;

There must be **no textures** in the materials.&#x20;

The export must be in **FBX** format.

#### Unity

{% hint style="info" %}
You can find the video of conversion to .zepeto in Unity at this [link](https://drive.google.com/file/d/1t5AbzPow2fPIqA14miOP_n94oS5jSr9a/view)
{% endhint %}

## **Final check and** [**upload**](https://wiki.customuse.com/introduction/contributor-hub)

{% hint style="info" %}
Before sending a blender file, make sure that the file is cleaned of unnecessary elements (the model must have one UV map; there must be no vertex masks in the model; the file can’t contain unnecessary elements that do not belong to the model, etc.)
{% endhint %}

<details>

<summary>Checklists</summary>

#### Blender

1. Checking the names of meshes, materials, models, textures, etc.
2. If possible, unfold UV elements into rectangles![](https://lh3.googleusercontent.com/dMTSUhkJPupWO7L-HaQELetmkf5K4PSZ14Q6uKo5Hy5DeLrMkVExM2AYlfR_Z3v49bYMmufsoQIvOzXgMb1ajWgePvvdHTW9vg61Z7aq3hIBq1-xWtWZWsuP6RKLkSlhA1YlJU2daMzdlzZAwl5M2y9WeKr2PZ1xBOQofUwVoN0bU1xPFsIY007tM3BV)<br>
3. We check that the model is divided into islands (UV) by colours.  So that there is a sim on the border of flowers.

![](https://lh3.googleusercontent.com/ZPYEGeS9rbnnI8T8s-61be_joh_Zi3cgCNQRUbmIMwC_6Bx_86drMtIpsjVnD_yXExsTAr7ReROk0hTsUrbkaQ3oES_Nt9wkhz3EGKEHSALXohnEBvYXQERcD7YHZ1UiohrivvywSMyyJ-SEyOVgSF6D3OzH-11pUD6-FrYMWsJsPHBKypv7NXHss7da)<img src="https://lh3.googleusercontent.com/tq5ANpL9kfeqyDGm9OR1xxZD-jYvyrcgRHZVSj4lG5g83xjo-2SCZZb5y9rP5zHsItyjbfhIZW3voUBiO1HM6YR6DZh2T1-LoX9p5TeYskFd8MxEUUiNN-51r7m0A3_ziob5xHdYrNITnh2hj00phKTshZZLFJSDB_xATTkwr5aXF5Y-DkS-7Vk-aW-B" alt="" data-size="original">

4\. Checking that Individual meshes adjacent to each other have a uniform weight colour

![](https://lh3.googleusercontent.com/i-F7Pg2Xb8vHKFNwRxtCKvsjnVeaQwBcjGPNJeBQIEIAZ5RmqJXkA9kPs8vUdceiQaJvYXDqqBHdqMjLAnLlx4xsJG3p--JtnUhkWh4ZCncCkc9gQbT8i9brLIrG8n2Q5IYxzrjxiWaD9iiDW5hnRRb5-hBcP2EAtxMs5c23JgeVeXkIHgvhfzv37tmm)<br>

5\. Check that the mask border is clear, without blurry edges

![](https://lh6.googleusercontent.com/l-MZo0-h1aSqlASMmIcj5lz05PSDaaUFYgjruE9g4ms1Eabuw7KxphqgFrN5PmcY1bCQOhY87jeAzNxMx7xc3yfXezLdsEsQiDnsVcGpuSHsjddTihOaaF9r-78c2ad6lQYXTobCMjkhd7Iuq7fAH8VaQ0kpypypYXradTTONTBtrAG3J-ZG5VMV8bn9)

#### Unity

1. We check that in Unity, on deformations, parts of the body do NOT show through from under clothes

![](https://lh4.googleusercontent.com/X399MHsbTKeA4mbW-gY9PvUBrCGL6cgVqDaXlKqgNJEuRMLrUjSnFSveBeO3dlgVWNTmjsuDU0Z24ddzcXyD9NNz9hCfrIYDChTxjENGv_e7gv_Rv0TuJX2D-I1EOWRfwA1CLUYwE6OLbYEAwQDMstOs8ey5Lg-fmyzF8oB2VgftLCnW7wKZNlDAXV9v)

2\. Checking the correct scale and rotation

![](https://lh4.googleusercontent.com/_fuixQ3Hq_yT5S-FVLsthkRaa8rQIpx_eMyvXxJVSC5A61APAw8DUOVLhX_vcESpaZ4hutgg6jXJF-VgD18XFf5-rT114QQ9P7rNJ1_WTK5I_DxsrKGH2a-ypN8kDaDelgZ7ObscR3dPMcRCIWiLrKdGjLnVBcvSaGmOLyDwPkY4ZBsio6rNiLa_JsBP)![](https://lh4.googleusercontent.com/5dG1wJ-YnCHrhl7NI2csCm2yc8ylRhTe8_RzSh_2y81YWcblzgp-Sy4MmdeR4UdeTiCYh0Qmo0kcGXyHNreI5LWlS83dBovTQaAR1fJ2AILvKqxhapKxDaeK95Z_TlR5c8exxORWiLql79SRleLGGYvLUrYv9oQIm7eLB3uWGAiuGI-RKYEWs8YJP12X)

3\. After uploading the zepeto file to the platform, check the animations in the app (incorrect work of weights)

![](https://lh6.googleusercontent.com/aHapmg33GwF8iXCv3l32DKhENe-B5u1YBFtopLz_EW-LpnMYQ6xKJmkDht0LeAMtPuTwwb3fpZwu7zZYTp_IgxknOUUy6Fc31ujxB-OyZSIxaifbopcK34O_Tedyu65m8ohyH9F3Kd6wmvUMvp6tnFDpGUR1W5Q41x1g6uAlShQt8GkIYCzA6Fj6vKKh)<br>

#### Paint layers

1. I check paint layers, their order, and dimensions. Check that the non\_paint layer (if there is one) does not overlap other layers

#### Customuse viewer&#x20;

1. Checking whether the model looks correct in the “Customuse” viewer&#x20;
2. Checking if the paint layers are working correctly&#x20;
3. Check how the superimposed image looks on top of the model (stickers, third-party pictures, etc. By UV scan)

</details>


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