When all converting processes are complete, export the file as an FBX.
Before exporting, review the Checklist and refer to Tips & Tricks for troubleshooting.
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Click Export at the bottom of the EveryWear tab.
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If a warning message appears as shown below, the export cannot be completed. Please resolve the issue and click the Export button again.
- An avatar with joints must be in the 3D window. → Check if you are using a compatible avatar.
- All patterns must be rigged. → Ensure that all patterns are properly rigged.
- All UVs must be packed. (An UV must be placed within a tile.) → In the Material tab, confirm that all UVs are packed into a single texture.
- Normal Map must be baked. → In the Material tab, check that the texture has been baked properly.
- When the folder window opens, select the export path and specify the file name, then click Save.
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When the Export Options window appears, set the options as shown in the image and click OK.
- In the Preset section, set the Target to inZOI.
- In the Object section, set the Garment Thickness Type:
Thin: Exports the garment as a single surface without thickness.
Thick: Exports the garment with applied thickness.
- Set the Texture Type as follows:
ARM: Exports the texture containing Ambient Occlusion, Roughness, and Metalness maps.
ARMO: Exports the texture containing Ambient Occlusion, Roughness, Metalness, and Opacity maps.
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If the export is successful, a confirmation message("Success to export file.") will appear, and the file will be saved in the designated folder.
- To save your work, close the EveryWear window first, then save it as a ZPRJ file.
- [Main Menu] → [File] → [Save As] → [Project]
After completing the export as FBX, refer to the ModKit guide to create the Unity package file.