3DSpace_sample.fbx contains the zepeto_3Dspace_sample object and the Jnt_zepeto_3Dspace joint. The zepeto_3Dspace_sample object provides a guide to the size when creating a space item, but it does not necessarily have to be produced in that shape.
- Create a room-type item using the objects in the zepeto_3Dspace_sample file.
- Space items are automatically removed when accessing the world. Therefore, resource limitations are relaxed compared to other categories.
- Maximum number of polygons (based on Tris) - 50000, total texture capacity - 3mb (however, single texture size cannot exceed 2k)
- The remaining criteria are the same as the guidelines that apply to existing categories.
Joints do not need to be included when creating a space. However, since at least one joint must be included when uploading to ZEPETO Studio, after all production processes are completed, bindSkin to the Jnt_zepeto_3Dsp.
- Import the extracted fbx into the Unity project, complete material & texture work, and convert to Prefab.
- When you run a new Unity project, you can see that the default space has already been applied.
- The default space item is the same mesh as the zepeto_3Dspace_sample object included in 3DSpace_sample.fbx.
- If you select LOADER, you can see that a new category called Room3DSpace has been created. Activate the category and then connect the converted Prefab.
- After connecting the items, click GUIDE VIEW and make sure there is no empty space within the guidelines.
As shown in the image below, if there is empty space within the green guidelines, it is grounds for rejection.
- If there is no problem with the item, right-click Prefab -> ZEPETO Studio -> Export as .zepeto, convert it to .zepeto, and upload it to ZEPETO Studio.
- Create a Sphere by referring to the size of the zepeto_3Dspace_sample object.
- Delete the zepeto_3Dspace_sample object.
If possible, make the area of the floor where the character's feet are as flat as possible so that the character and the background do not play separately.
- Flip the mesh back and forth to see the character in space. (Modeling tab - Mesh Display > Reverse)
In a typical shader, only the front side of the mesh is rendered and the back side is not rendered to optimize capacity. (Shaping > Backface Culling must be checked in the View window.)
- BindSkin to the Jnt_zepeto_3Dspace joint and extract it as fbx.
- Since the created space is based on Sphere, the basic UV of Sphere is intact. Create a texture to match the basic UV.
It is very difficult to draw transparent images like interiors or cities to distorted figures, and it can be awkward when the characters actually appear. Therefore, when creating a space item in the form of a sphere or hemisphere, we recommend using nature or an outdoor background as a material.
- When creating textures using Sphere, it is natural to paint the floor and ceiling in a single color.
- The left and right ends must be connected to each other. Only then will the uv seam not be visible when applying the texture.
The attached texture is the texture used in the official item and should not be used.
- After converting fbx with materials and textures applied at the Unity project to Prefab, check that there is no empty space in GUIDE VIEW. If there are no problems with the item, right-click Prefab -> ZEPETO Studio -> Export as .zepeto, convert it to .zepeto, and upload it to ZEPETO Studio.
Updated 2 months ago