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  • INTRODUCTION
    • Contributor program
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  • Platform basics
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    • UV Layouting
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    • Zepeto
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On this page
  • Platform features
  • Software
  • Model preparation
  • Modelling
  • UV Layout
  • Texturing
  • Materials
  • Rigging
  • Paint layers
  • Naming
  • Morphing
  • 3D Accessories
  • Exporting
  • Final check and upload

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  1. Guidelines

Zepeto

Guidelines for Zepeto pipeline

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Last updated 2 years ago

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Platform features

Software

Work must be carried out using the following software:

  • Blender - no specific version (final model placement with all textures and skeleton)

  • Unity 2020.3.9f1

  • You will also need Unity project from Zepeto, you can download it either from this to the official of Zepeto and download it there.

  • Chose

Model preparation

Modelling

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.

Mask

On the mannequin itself, you must make a vertex mask.

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

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.

Restriction on polygon quantity
  • Dress - 8700 polygons.

  • Outerwear - 4700 polygons

  • Trousers - 3700 polygons

  • Shoes - 3700 polygons

  • Headwear - 3700 polygons

  • Gloves - 3700 polygons

  • Bag - 3200 polygons

UV Layout

UV Layout uses general standards.

There is one nuance in Zepeto pipeline:

Texturing

Maximum allowable texture resolution: 512x512 in png format.

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.

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

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:

  • Download that category of clothing model from the zepeto website that you are modelling.

  • Take its bones, bind them to your model and copy the weights from the model you downloaded to your model.

Paint layers

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

Naming

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

Morphing

Morphing for the Zepeto requierments:

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

3D Accessories

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

Exporting

Before exporting your model, make sure you have done all the steps correctly.

You must export at least 3 objects in one file:

  • character mesh with vertex mask

  • bones and your

  • model

The character and your model must be in t-pose.

There must be no textures in the materials.

The export must be in FBX format.

Unity

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.)

Checklists

Blender

  1. Checking the names of meshes, materials, models, textures, etc.

  2. We check that the model is divided into islands (UV) by colours. So that there is a sim on the border of flowers.

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

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

Unity

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

2. Checking the correct scale and rotation

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

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

  1. Checking whether the model looks correct in the “Customuse” viewer

  2. Checking if the paint layers are working correctly

  3. Check how the superimposed image looks on top of the model (stickers, third-party pictures, etc. By UV scan)

You can find mask by this

Be sure to check out on the official Zepeto website.

Check general UV Layout requirements .

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 in case they will be added.

UV layout example

More information on the materials is at this .

Examples of models you can find on this

Check general Paint Layers requirements .

Check general Naming requirements .

Check general Morphing requirements .

Accessories will have a texture that.

You can find more information

You can find the video of conversion to .zepeto in Unity at this

Final check and

If possible, unfold UV elements into rectangles

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Paint layers
Morphing
3d accessories
accessories
fills 1/5 of the 2D Canvas