Zepeto
Guidelines for Zepeto pipeline
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Guidelines for Zepeto pipeline
Last updated
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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
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.
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.
UV Layout uses general standards.
There is one nuance in Zepeto pipeline:
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
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
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 use general standards. No unique features on Zepeto here.
Naming uses general standards. No unique features on Zepeto here.
Morphing for the Zepeto requierments:
You need to be sure that after your shaping cloth will fit the body
Accessories don't have a material, they copy the material from the parent model and also will get automatic weights
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.
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.
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
If possible, unfold UV elements into rectangles