3D Masking
caution
The structure of clothing items in ZEPETO is having a clothing object overlaid on top of the basic body form of the character. Thus, there inevitably becomes meshes that coexist between the clothing object and the BaseBody. As a result, the polygon count as well as the file size are increased.
The areas colored black during the masking process are not read by Unity when converting your item to a prefab file. Therefore, you must undergo the masking process to reduce the polygon count and file size.
STEP 1 : Preparing Masking
First, import the downloaded 3D Mask Object File and the created item object.
STEP 2 : Masking
Select Paint Vertex Tool from Modeling > Mesh Display.
![masking_01.jpeg 2022](https://files.readme.io/8b55721-masking_01.jpeg)
Set the color value as 0, 0, 0 and paint on the BaseBody on the inside where it overlaps with the clothing.
![masking_02.jpg 1709](https://files.readme.io/f9a1e73-masking_02.jpg)
caution
The areas colored black should not be shown outside the clothing. The BaseBody areas that are exposed outside the clothing object must be in white.
![masking_03.jpg 2272](https://files.readme.io/300344f-masking_03.jpg)
STEP 3 : Finishing
When the masking process is complete, select the mask, item object, and joint objects in the Outliner and export them as an FBX file.
Updated 8 months ago