zepeto studio

Guides

Creating Your Item - 3D Modelers
  • Getting Started
  • Creating Your Item - Template Editor
  • Creating Your Item - 3D Modelers
  • Item Thumbnail Guide
  • Submitting Your Item
  • Submission Guidelines
  • Managing Your Item
  • Promotional Contents

Creating Your Item - 3D Modelers

Item Creation Guide for 3D Modelers

 

Welcome to ZEPETO Studio, the creation platform for virtual assets of ZEPETO.

We'll talk about:

  • Category
  • Design Concept
  • Modeling
  • UV mapping & Texturing
  • Rigging
  • 3D Masking
  • Converting to Unity
  • Exporting to .zepeto file format

 

Before you start creating items, please check what you need to prepare.

  • Unity (Download)
    • Recommended version: Unity 2018.4.6
    • It must be installed to create ZEPETO items.
  • ZEPETO Studio Unity Project files folder (Download)
    • Needed when converting to prefab file
    • Needed to convert prefab file to .zepeto extension file
  • 3D modeling tools such as Maya, 3ds Max, AutoCAD 3D
    • ZEPETO recommends using Maya. ZEPETO Studio's guide is based on Maya.
  • Image editing tools such as Adobe Photoshop
    • Needed to modify texture files
  • Top and bottom guide dummy (Download)
  • Shoes guide (SH_Guide) (Download)
  • creatorBaseSet_zepeto.fbx (Download)
    • Needed for rigging work
  • 3D mask object (Download)
    • Needed for 3D mask work

 

  • Templates by category ▼

 

Basic T-Shirt

Download

Blouson Jumper

Download

Woolen Skirt

Download

Wide Pants

Download

Business Suit

Download

Dress Suit

Download

Medieval Dress

Download

Overalls

Download

High Top Sneakers

Download

 

 

 

 

Determining Category

 

See the item categories currently supported in the ZEPETO Studio and decide which category of item to create.

The following categories are supported:

  1. Dress (DR)
    • Mini Dress
    • Long Dress
    • Casual
    • Suit
  2. Top (TOP)
    • T-shirts
    • Shirts
    • Hoodies
    • Crop T-shirts
  3. Outwear (OTR)
    • Short
    • Medium
    • Long
  4. Pants (BTM)
    • Short
    • Medium
    • Long
  5. Skirt (BTM)
    • Short
    • Medium
    • Long
  6. Shoes (SH)
    • Shoes
    • Sneakers
    • Sandals
    • Boots

If you select the category of the item you want to create, please download the template for each category from here.

 

 

Developing the Design Concept

 

To create an item, the design concept must be preceded. The concept should be creative and visually compelling. Make something that ZEPETO users will want to share to their friends.

Don't think too much! In the beginning stages, it is enough to simply customize the templates provided by ZEPETO Studio.

 

 

3D Modeling

 

The following is a guide for precautions with modeling work.

If you are a 2D graphic designer, you can upload items by changing only the texture graphics in the template without modeling and rigging work. Please refer here.

 

[Required] Maya Outliner structure and naming rules of FBX file

  1. Modeling (Costume)
    • Assign the name below according to the category of the item you want to create.
      • Dress = DR
      • Top = TOP
      • Bottoms and Skirts = BTM
      • Footwear = SH
  2. Mask base (3D mask to be applied to BaseBody)
    1. The role of removing unnecessary meshes in the body that are hidden by the costume modeling
  3. Joint (Mecanim joint)
    • 3D skeleton
  4. Mask and joint are provided except for modeling.

 

[Required] Poly Count

Start modeling work with attention to the poly count for each category. Do not exceed the figure shown below.

  1. Dress (DR)
    • Max 7,000 Polygon
  2. Top (TOP) / Outwear (OTR)
    • Max 4,000 Polygon
  3. Pants (BTM)
    • Max 3,000 Polygon
  4. Footwear (SH)
    • Max 2,000 Polygon

 

 

Tips for modeling work

 

Top and bottom compatibility guide

  • Make sure that the Top and Pants outlines of the set items do not overlap.
  • The guide dummy for creating set items is provided.
  • The guide dummy should be placed so that the volume of the Pants does not go out of the Top.

 

  • The guide dummy should be in an A pose when modeling clothes.
  • Pay attention to the wire flow in the shoulder joint area.
  • The most issues occur in the shoulders of characters when making costumes. Please refer to the image below.

 

Joint area

  • 3 wires are used in the joint area for natural movement.
  • Please place the guide dummy in A pose and model the costume.

 

  • Please pay attention to the flow of the shoulder joint wire and model the costume.
  • The most common problem when making dresses is the shoulder portion of the guide dummy. Please refer to the image below.

 

Skirts(BTM) Items

  • Skirt type modeling requires the use of at least three vertical wires centered on the pelvis to achieve animation of moving legs.

 

Footwear(SH) items

  • You can model your shoes on the provided SH_Guide modeling.
  • The white colored area is where the feet or socks are applied, so do not come out of modeling your shoes.

 

 

UV mapping & Texturing

 

Once the modeling work is done, start the UV map work before rigging.

Based on the Top / Outwear / Pants of the work, try to fit within the maximum 1 UV space. Exceptionally, use up to 2 UV spaces on Top and Pants combined or large objects like Dress.

 

[Required] Precautions with textures work

  • The image size is recommended to be 256x256 px and should be up to 512x512 px (texture files included in the template are specified as 512x512 px).
  • Please specify the output in PNG format rather than PSD format to reduce the file size.

 

[Required] Shader naming rules

  • In Maya, you need to name the object's shader.
  • Add "_shd" after the category code. (e.g., TOP_shd for Top costume)
  • This is a tip for easily finding the Shader Material for modeling objects in Unity.

 

 

Rigging

 

Once the modeling and UV map work is done, you can start the rigging work.

 

[Required] Precautions with rigging work

  1. Skin's maximum influences are fixed at 4. (4 is the best weight value in Unity.)
  2. Since all clothes share one body, baseBody weight value is based.
  3. Only the dress (DR) adds weight freely, and the bottom (BTM), top (TOP), and outer (OTR) add weight considering the combined situation.
  4. When bindingskin work, the hips joint must be included.
  5. The part where the skin is connected is set equal to the mask weight value.
  6. Add weights to prevent the mask from coming out of the costume modeling.
  7. The vertex color must be painted on the mask to operate normally.
  8. Check if the animation key is in the joint or mask, if it is, delete it and save it.
  9. When saving as an FBX file, clothes, joints, and masks must be selected.
  10. Add a weight to prevent the form from breaking when the character's arm is lowered.

 

 

Rigging work by category

 

Costume Rigging Tutorial

Load the creatorBaseSet_zepeto.fbx file.

 

Make clothes to fit the mask or bring ready-made clothes to fit the mask.

 

After selecting the mask, use the Paint Vertex Tool to paint the inner part covered with clothes in black(0) and the outer part in clothes with white(1).

 

Select the required joint and bindSkin (hips must be included in bindSkin).

 

If the baseBody is an item included in clothes, the weight value at the end of the body should be the same as the mask weight value.

 

Copy the weight value on the mask and enter it in the weight value of the clothes(Since the position of the pelvis is the same as the hips, move the position of the pelvis a little, then copy the mask weight value and then change it back to the initial position.).

 

Fix the wrong part by moving the joints one by one.

 

When the weight is finished, unBindSkin the mask.

 

After completing the work, select clothes, hips and mask and save it as FBX file.

 

Save it as FBX and put an animation key in Unity to make sure there are no problems.

 

Precautions with costume rigging work

Even if it bindSkin in A shape, it changes to T shape before making it into FBX file.

 

Fix the wrong part by moving the joints one by one.

 

You should check whether the part connected to the baseBody is moving normally. Also, be careful not to let the inner meshes come out.

 

 

Footwear Rigging Tutorial

Load the creatorBaseSet_zepeto.fbx file.

 

Make shoes to fit the mask or bring ready-made shoes to fit the mask.

 

Make sure that the foot volume does not deviate from the shoe volume. The height between the shoes and the floor is determined by one grid.

 

After selecting the mask, use the Paint Vertex Tool to paint the black part (0) for the part that is not covered by the shoe and white (1) for the part that is not covered by the shoe.

 

Select the required joint and bindSkin(hips must be included in bindSkin).

 

Copy the weight value on the mask and enter it in the weight value of the shoes(Use Maya's Copy Skin Weights menu.).

 

Fix the wrong part by moving the joints one by one.

 

When the weight is finished, unBindSkin the mask.

 

After completing the work, select clothes, hips and mask and save it as FBX file.

 

Save it as FBX and put an animation key in Unity to make sure there are no problems.

 

Precautions with shoes rigging work

  1. The footwear(SH) is a form in which the toe and ankle joints are added to the bottom(BTM).
  2. Because lowerLegTwist and lowerLegTwist_scale are in the same location, when copying weights, move the scale joint slightly to avoid the case of incorrect copying.
  3. Unnecessary joints should be removed and hips joints added to the skin.

 

 

3D Masking

 

Since the ZEPETO costume structure is a costume on a character's base body (BaseBody), the number of polygons and the total file capacity increase due to overlapping meshes between the costume object and the BaseBody.

The black color area marked with a 3D mask is a part that is not read by Unity when converting to a prefab file. Therefore, 3D masking work can reduce the number of polygons and file size by removing unnecessary meshes.

 

The 3D Masking work flow is shown below.

Import the 3D mask object provided by ZEPETO.

 

When making costumes, you work in the form of A pose, but the mask object is provided in the form of T pose.

 

Run Paint Vertex Tool in the following order.

 

Set the Color Value to 0,0,0 and paint the BaseBody that overlaps the clothes.

 

The mask part painted in black must not come out of the costume. The part of BaseBody that comes out of your clothes should remain white.

 

After finishing the 3D masking work, select the 3D mask, costume, and joint items in the Outliner window and export it as an FBX file.

 

 

Converting to Unity

 

Launch Unity and open the ZEPETO Studio Unity Project file folder that you downloaded in advance.

 

Add the FBX file and PNG texture file that you have just completed to the Assets> Contents folder of the ZEPETO Studio Project.

 

Select the FBX file and open the Material tab in the Inspector window on the right side of the screen. Make sure that the Material field value is None.

 

Now we need to create each Material to connect to the None value above. Right-click on the resource folder, select Create > Material from the menu, and rename the created material to be the same as the FBX file name.

 

Select the renamed material file and open the Shader drop-down menu in the Inspector window on the right side of the screen. Select Wit > Standard from the drop-down menu.

 

Select the material file again and drag and drop the PNG format texture file to the Inspector window > Albedo (RGB) item > None (Texture) field on the right side of the screen.
(* If you connect in PSD format, the file size will increase, so be sure to connect in PNG format)

 

When the texture connection to the material file is completed, select the FBX file, and drag and drop the material files for each name into the Inspector window > Material tab > None (Material) field on the right side of the screen.

 

You are now ready to convert. Right-click on the FBX file and select Zepeto Studio > Convert to ZEPETO style from the menu to create a prefab file.

 

Click Playground > LOADER in the Hierachy window on the left side of the screen. You can see the Zepeto Character Custom Loader tab in the Inspector window on the right side of the screen.

In the Zepeto Character Custom Loader tab, check the category that matches your created item, and then drag and drop the prefab file to the Object field with None to connect it.

If you connect the prefab file, you can see the ZEPETO character wearing a costume in the Game window.

 

 

Export to .zepeto extension file

 

To upload items to ZEPETO Studio, you need the output of the zepeto extension file format. Right-click on the prefab file and select the ZEPETO Studio > Export as .zepeto menu to create a zepeto extension file.

 

A zepeto extension file is created at the bottom of the prefab file. You can now upload your created items to ZEPETO Studio!

 

 

Next step

 

Learn how to upload your created items to ZEPETO Studio.