Zepeto
Guidelines for Zepeto pipeline
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 link or go to the official website of Zepeto and download it there.
Chose reference
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.
You can find mask by this link
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.
Be sure to check out the instructions on the official Zepeto website.
UV Layout
UV Layout uses general standards.
Check general UV Layout requirements here.
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 in case they will be added.
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
More information on the materials is at this link.
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.
Examples of models you can find on this link
Paint layers
Paint layers use general standards. No unique features on Zepeto here.
Check general Paint Layers requirements here.
Naming
Naming uses general standards. No unique features on Zepeto here.
Check general Naming requirements here.
Morphing
Morphing for the Zepeto requierments:
You need to be sure that after your shaping cloth will fit the body
Check general Morphing requirements here.
3D Accessories
Accessories will have a texture that fills 1/5 of the 2D Canvas.
Accessories don't have a material, they copy the material from the parent model and also will get automatic weights
You can find more information here
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
You can find the video of conversion to .zepeto in Unity at this link
Final check and upload
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.)
Last updated