MAKING 3D ITEMS - BLENDER
3D Modeling - Prerequisites
Modeling Setup - Clothing Items
6min
📘 sample basic t shirt https //studio zepeto me/console/download/6528a05742c18d7009f4386d / blouson jumper https //studio zepeto me/console/download/6528a09ce3ba6f4d2032c375 / woolen skirt https //studio zepeto me/console/download/6528a0eca80a9f5505ed8a56 / wide pants https //studio zepeto me/console/download/6528a12342c18d7009f4386e import the prepare for 3d modeling docid\ jh1frr6csej z1suotj5e file downloaded from the getting started section of the guide structure and naming conventions the creator base set provides the following elements base armature named "zepeto creatorbaseset" mask base named "mask" 2256 element details the mask serves to remove unnecessary faces on the default body that are obscured by the clothing item in the zepeto app the base armature is the skeleton that powers the movement and poses of the zepeto avatar it can be used in the setup process in 3d modeling, but can otherwise be ignored until the rigging process the item you create will be a separate mesh object use the following naming system on the mesh object for the type of item you want to create item type name dress dr top top bottoms and skirts btm creator base set a pose 📘 terminology t pose and a pose a t pose is a standard pose for animation in 3d software the pose gets its name from the t shape the arms and body form it's popular in animation because it's a relatively rigid and predictable stance that can be shared across multiple characters an a pose is a type of pose often used in character modeling the pose gets its name from the a shape the arms form an a pose gives a character more relaxed shoulders and arms, which makes the upper torso feel more natural when a character is in a more neutral, resting pose the creator base set is imported in a t pose for creating clothing items, its often a good idea to put the character in an a pose for a more natural looking top to put the model in an a pose, the shoulder and upper arm bones in the creator base set armature have to be rotated into the right position to sanely adjust these rotation numbers, we recommend switching the bones' rotations from quaternion rotation vectors to euler degree angles in armature pose mode, select all the bones and go to the bone properties tab in the properties panel if nothing is displayed, shift select a single bone to make it active in the transform section under mode dropdown, alt click "quaternion (wxyz)" and change it to "xyz euler" by alt clicking on the option in the dropdown menu an alt click lets us modify the selected values of all selected objects thus, we have converted all bones from quaternion, or vector evaluation, to euler, or ordered angle evaluation with the bone orientations set, select the left and right shoulder bones, listed as shoulder l and shoulder r, and rotate them by 7 5 degrees on the z axis select the left and right upperarm bones, listed as upperarm l and upperarm r, and rotate them by 40 degrees on their z axis with those rotations set, the shoulders and upper arms have been rotated into an a pose this pose should look similar to the right side picture above top and bottom guide file when modeling an individual top or bottom item, it's useful to use the prepare for 3d modeling docid\ jh1frr6csej z1suotj5e guide file provided in the prepare for 3d modeling docid\ jh1frr6csej z1suotj5e page this file serves as a reference to ensure your item doesn't interfere with other clothing items top btm guide file contents the file should contain two elements top guide btm guide 2256 they will be arranged in an a pose on the model when making a bottom item, the modeled bottom item shouldn't penetrate the top guide's mesh when making a top item, the modeled top item shouldn't penetrate the btm guide's mesh if you're making a dress, suit, or other one piece outfit, the guide is unnecessary