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Let's go! UNITY clothing base settings

                                                                                 ðŸ’—

This is my method of creating and work. I am not a professional or specialist in Unity. I do not claim that this is the official way to upload things to sinespace in 100% and everyone has their own ways

                                       EXPLANATIONS

Hierarchy, project and inspector panels


EP - Editor pack                                                                                  CURATOR PAGE -  Without curator page you can't login into Unity creator and you can't access preview viewer. Register first here

So, let's imagine you already have a textured mesh, prepared images, all registered on the curator page, we can jump into the clothing settings in Unity!

1.Open UNITY 2018(we will be moving to 2020 soon!)

2.In open window, click New+ to create Project/you should log in to your Unity account/

Unity new project

3.Next step is adding Editor pack(EP) into Unity. Currently there are different types of EP, but I have been using one for a long time, which is the best for me and works download here In empty Project window right mouse click→Import package→Custom package...pick our EP Unity 2018.

Adding "EP"


After preparing EP just click "IMPORT" and please wait until everything is imported.(cca.6 to 8 min.)

4.When everything imported, now we need to sign in(1.) into our Curator page account. On the top bar we can find SINESPACE→Sign in...And fill your informations in Inspector window same as on curator page.Press Login.

Sinespace login


Next step is again find top bar SINESPACE→Install editor pack settings...(2.)Look image below

Sign in and install


5.Now we need create folder for export and material. Right mouse click in project window→Create...→Folder. Rename folder to "Export". Again right click→Create...→Material.Rename material as you wish(dress,top,pants...)

Open your folder inside PC with prepared textures and .fbx mesh file, grab and move everything you need inside Project window from PC folder.

Moving from folder

Tadaaa! You are doing great job.Lets continue

6.In order for the mesh to look beautiful from every side, understand that Unity or any other program renders only 1 material outside, with which it leads direct faces. And what's worse than to look at clothes from the inside and there will be nothing but empty?

To prevent this, or with a complicated procedure, we simply add a double sided shader, which will solve it for us.Free download hereSo right click again in the project window→Import package→Custom package→Double sided standart shader→Import.

7.MATERIAL SET-UP: Click on material in project window and in Inspector window  change material from "Standart" to "Double sided→Standart→Standart DS"


Changing shader to double sided


After that, grab your first Albedo texture and put it in Albedo,Metallic in Metallic and normal in Normal(fix normal map by clicking fix popup window) in Inspector window.DONE!

8.After material settings, now lets grab our mesh from Project window and put it into HIERARCHY PANEL in left. Also grab material and put it into mesh. Always check transform panel with position 0,0,0 rotation 0,0,0 and scale 1,1,1.


Instructions


9.Let's start setting our clothing mesh in hierarchy panel.Click on mesh,in Inspector panel click "Add component"→"Clothing item settings". Now just fill all below informations needed for mesh to work correctly.

SKELETON→ Male or female

CLOTHING TYPE→Rigged clothing

FITTING SLOTS→Layer→Close fitting /read more info here how to set layers/→Now you see a lot options for body parts. It very depend on what type of clothing do you have , for example: SHIRT→Chest                                                                                                  SKIRT→Pelvis                                                                                                  DRESS→Chest + pelvis                                  So if you have top, or t-shirt,bra pick Chest.

SKIN AND CLOTH DELETION→Skin mode→Delete only.

MATERIAL→Leave unticked, unless you want only 1 color.

AUTOMATIC SKIN WEIGHTNING→Convert to skinned and wait.

FINALISE→Prepare and wait.

10.Now we have automatic rigged mesh by system. Below under Cloth settings in Inspector panel click on another "Add component" and add "Virtual good"   

                                              BASIC →Add you name for mesh,brand name and select category.                        PRICING → Add price for gold or silver                                                               ICONS → add image for store and inventory, logo image icon                               AUTHOR → choose Unique status"Unique to sinespace"→fill developer and copyright name your brand.

11.We can now upload our mesh. In hierarchy panel grab in put our mesh to folder"export"in project  window. Confirm "Original prefab popup window".

Export folder

In export folder we see our base mesh finished for upload. Right click mesh in export folder→Upload to sinespace→Upload→Save.                                               Open your curator page → Items → your mesh:status uploading or processing.
 Please read here more info about content processing. After your mesh is  processed by some time, you can see status"staging". That mean you can now login into preview viewer to check your mesh!


As I already wrote, this is my simple method and I have been using it for years. I will also give you a link to the wiki learn page, where you can find an even more complete breakdown and videos.

In next part i will show you how to make easy patterns, more colors for your base mesh.










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