Creating Your Item - 3D Modelers (2)
Item Creation Guide for 3D Modelers - Modeling & UV map work
◀ Creating Your Item - 3D Modelers (1)
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
3D Modeling
The following is a guide you should be aware of while handling 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
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
Mask base (3D mask to be applied to BaseBody)
The role of removing unnecessary meshes in the body that are hidden by the costume modeling
Joint (Mecanim joint)
3D frame
Mask and joint are provided without modeling.

[Required] Poly Count
When you start modeling work, pay attention not to exceed the maximum number of Polygon for each category.
Dress (DR)
Max 9,000 Polygon
Top (TOP) / Outwear (OTR)
Max 5,000 Polygon
Pants (BTM)
Max 4,000 Polygon
Footwear (SH)
Max 4,000 Polygon
Headwear (HEADWEAR)
Max 4,000 Polygon
Nail (NAIL) / Gloves (GLOVE)
Max 4,000 Polygon
Bags (BAG)
Max 3,500 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.
Please use the guide dummy to prevent Bottom volume from sticking 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 color area is covered by feet or socks, so make sure it doesn't come out of the shoe modeling.

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.

◀ Creating Your Item - 3D Modelers (1)
▶ Creating Your Item - 3D Modelers (3)
watch my Playlist:
https://youtube.com/playlist?list=PL5G9O-6MXj7sfnX8HXe0RRYzsLU0Yoi7m
SUSCRIBE MY YOUTUBE CHANNEL FOR MORE VIDEOS ????????❤????????????????????
FOLLOW ME ON INSTAGRAM @Irish._.yurek
FOLLOW ME ON ZEPETO @Irish_yurek
my Instagram page: https://instagram.com/irish._.yurek?utm_medium=copy_link
Item Creation Guide for 3D Modelers - Modeling & UV map work
◀ Creating Your Item - 3D Modelers (1)
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
3D Modeling
The following is a guide you should be aware of while handling 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
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
Mask base (3D mask to be applied to BaseBody)
The role of removing unnecessary meshes in the body that are hidden by the costume modeling
Joint (Mecanim joint)
3D frame
Mask and joint are provided without modeling.

[Required] Poly Count
When you start modeling work, pay attention not to exceed the maximum number of Polygon for each category.
Dress (DR)
Max 9,000 Polygon
Top (TOP) / Outwear (OTR)
Max 5,000 Polygon
Pants (BTM)
Max 4,000 Polygon
Footwear (SH)
Max 4,000 Polygon
Headwear (HEADWEAR)
Max 4,000 Polygon
Nail (NAIL) / Gloves (GLOVE)
Max 4,000 Polygon
Bags (BAG)
Max 3,500 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.
Please use the guide dummy to prevent Bottom volume from sticking 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 color area is covered by feet or socks, so make sure it doesn't come out of the shoe modeling.

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.

◀ Creating Your Item - 3D Modelers (1)
▶ Creating Your Item - 3D Modelers (3)
watch my Playlist:
https://youtube.com/playlist?list=PL5G9O-6MXj7sfnX8HXe0RRYzsLU0Yoi7m
SUSCRIBE MY YOUTUBE CHANNEL FOR MORE VIDEOS ????????❤????????????????????
FOLLOW ME ON INSTAGRAM @Irish._.yurek
FOLLOW ME ON ZEPETO @Irish_yurek
my Instagram page: https://instagram.com/irish._.yurek?utm_medium=copy_link

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