Objective
Upload the item to CONNECT followed by the guidelines.
- Free and View Only items are posted at the same time as you click the Publish button.
- However, items that are already published may be rejected or blocked according to the guidelines.
※ Note: 3D File Status - If the item is blocked, the item will be deleted by the operator.
- If the item is rejected, you should modify the item according to the guidelines and publish it again.
Details
Please check the criteria of Reject and Block below and follow the guideline.
※ Block Criteria
If you do not follow the guidelines below, the item may be deleted by the operator.
- Do not include content containing the Corporate Identity and Brand Identity of CLO or Marvelous Designer.
- Do not contain content from unauthorized brands.
- Do not copy products from specific brands.
- Do not include content that does not have a redistribution license.
- Do not include content purchased from similar sites.
- Do not include words and content that adversely affect society.
- Do not include content that promotes other marketplaces or digital stores or exposes social media accounts.
- Do not include content that can cause other problems.
※ Reject Criteria
Please upload the item by following the guidelines below. Items cannot be uploaded until they are modified.
1. Common
All content in CONNECT must comply with the following criteria:
- The title of the item must be appropriate to the uploaded file.
- Tags, categories, and descriptions must be appropriate to the uploaded file.
- The thumbnail and additional images be appropriate to the uploaded file.
- The attached files should be appropriate to the uploaded file.
- If the item is also selling the physical product, you must enter the URL of the sales page (e.g. https://connect.clo-set.com/).
2. Item Guidelines
The detailed guidelines for each item type in CONNECT are as follows.
[Garment]
- The garment file format must be *zprj, *zpac.
- The garment should be simulated on your avatar (including hangers).
- The file should exclude avatars when you upload an item in Garment Category.
- The sewing lines should not be twisted.
- Collision issue between layers should be resolved, if you are designing a layered garment.
- It is not possible to delete/add/replace the Trim and Fabric files after Publish.
- It is not possible to delete/add/replace the original garment files after Publish, for garment using original garment files.
- The majority of the components should consist of 2D patterns produced by pattern making in CLO or Marvelous Designer software.
- The 2D pattern should have reasonable particle distance. The recommended particle distance value is 5 to 20.
- 2D patterns should be arranged as neatly as possible in the center. Avoid overlapping patterns in the 2D Pattern window.
- 2D patterns that are the same pieces(e.g. Jackets, Pants, etc.) should be close to each other and should be easily recognized as one piece.
- The unnecessary notches and baselines inside the 2D pattern should be deleted before Publish.
[Fabric]
- The fabric file format must be *zfab.
- You must enter the weight and thickness of the fabric in the Description.
- You must enter information for the applied MAP. (TEXTURE, NORMAL MAP, DISPLACEMENT MAP, OPACITY MAP, ROUGHNESS MAP, METALNESS MAP, BASE MAP)
- You must enter the measurement information (whether the equipment is used, the name of the equipment, and the measurement institution) in the Description.
- You must enter the fiber content of the fabric in Tag. (e.g., Cotton 100%, Cotton 97%, Spandex 3%)
- You must create a file by used for the fabric material according to the repeated image.
- The size of the Maps used for fabric material must be 4K or less.
[Trim]
- The trim file format must be *trm.
- The position and rotation of the mesh should be set as 0, and the size should be set to 1.
- When making an OBJ trim, the unit of the production environment should be set to mm.
- All mesh must be created in Y-axis (up) based environment.
- The mesh’s normal direction must be facing outwards.
- TRIM must be located at the origin (0,0,0).
- Mesh and Texture must match.
- In the Description, the following information of the product must be provided.
(1) DEFAULT SIZE (X, Y, Z; unit: mm) and WEIGHT (unit: g) of TRIM. (Refer to Property Editor in CLO)
(2) UV MAP unwrapping status
[Button]
- The button file format must be *btn.
- The position and rotation of the mesh should be set as 0, and the size should be set to 1.
- All mesh must be created in Y-axis (up) based environment.
- The mesh’s normal direction should be facing outwards.
- The point where the OBJ button will be anchored to the garment must be placed at the origin (0,0,0)).
- When making an OBJ button, the unit of the production environment should be set to mm.
- The top side of the button should be made in the positive Y-axis direction.
- Mesh and texture must be matched.
- In the Description, the following information of the product must be provided.
(1) DEFAULT SIZE (X, Y, Z; unit: mm) and WEIGHT (unit: g) of BUTTON. (Refer to Property Editor in CLO)
(2) UV MAP unwrapping status - If you make a Thread button, Additional Cross THREAD TYPE is required.
- If you make a Thread button, Mesh needs to be renamed as REN_BUTTON, REN_THREAD.
[Buttonhole]
- The buttonhole file format must be *bth.
- The image of the buttonhole must have a transparent background and be saved in PNG format.
- Buttonhole Images must be black and white with no color value.
- Buttonhole Image should not show aliasing.
- Buttonhole Image must be registered as horizontal orientation. (Please refer to the example image below.)
- In the Description, the following information of the product must be provided.
(1) DEFAULT SIZE of the buttonhole. You can also write in button units or provide information in Width & Length & Thickness values.
[Zipper Puller]
- The puller(zipper) file format must be *zpl or *zpu.
- When registering the zipper file, it will be all created in size #3. Please create the slider file(OBJ) in size #3. (#3 refers to the zipper size of approximately 3 mm wide zipper teeth when closed.)
- The mesh’s normal direction must be facing outwards.
- Place the puller on the slider to the origin (0,0,0). *Puller Position can be adjusted within CLO software.
- In the Description, the following information of the product must be provided.
(1) Vertex Counts
(2) UV MAP unwrapping status
[Zipper Slider]
- The slider(zipper) file format must be *zsd or *zsl.
- Slider should be created as OBJ file format.
- When registering the zipper file, it will be all created in size #3. Please create the slider file(OBJ) in size #3. (#3 refers to the zipper size of approximately 3 mm wide zipper teeth when closed.)
- The mesh’s normal direction must be facing outwards.
- Align the MESH position according to the purpose of each axis. (If the position of the axis is not aligned, OBJ might not be created in the right place when creating a zipper.)
X-axis |
Place the point where the zipper tape touches the slider on the X-axis of 0. |
Y-axis |
Slider’s moving direction is on Y-axis. The point where the zipper closes and where it touches should be placed on the Y-axis of 0. |
Z-axis |
Place the face of the zipper tape of a slider on the Z-axis of 0. |
- In the Description, the following information of the product must be provided.
(1) Vertex Counts
(2) UV MAP unwrapping status
[Zipper Slider&Puller]
- The slider & puller(zipper) file format must be *zss.
- Slider&Puller should be created as OBJ file format.
- When registering the zipper file, it will be all created in size #3. Please create the slider file(OBJ) in size #3. (#3 refers to the zipper size of approximately 3 mm wide zipper teeth when closed.)
- The mesh’s normal direction must be facing outwards.
- Align the MESH position according to the purpose of each axis. (Same as the axis of the Slider)
X-axis |
Place the point where the zipper tape touches each stopper on the X-axis of 0. |
Y-axis |
Slider’s moving direction is on Y-axis. The point where the zipper closes and where it touches should be placed on the Y-axis of 0. |
Z-axis |
Place the face of the zipper teeth of a slider on the Z-axis of 0. |
- In the Description, the following information of the product must be provided.
(1) Vertex Counts
(2) UV MAP unwrapping status
[Zipper Top Stopper]
- The stopper(zipper) file format must be *zsp or *zsl.
- Stopper should be created as OBJ file format.
- When registering the zipper file, it will be all created in size #3. Please create the stopper file(OBJ) in size #3. (#3 refers to the zipper size of approximately 3 mm wide zipper teeth when closed.)
- The mesh’s normal direction must be facing outwards.
- Create two separate OBJ files for top stoppers, as shown below.
- Align the MESH position according to the purpose of each axis.
X-axis |
Place the point where the zipper tape touches each stopper on the X-axis of 0. |
Y-axis |
The top of the zipper tape and where they touch should be placed on the Y-axis of 0. |
Z-axis |
Place the face of the zipper teeth of a slider on the Z-axis of 0. |
- In the Description, the following information of the product must be provided.
(1) Vertex Counts
(2) UV MAP unwrapping status
[Zipper Bottom Stopper]
- The stopper(zipper) file format must be *zsp or *zsl.
- Stopper should be created as OBJ file format.
- When registering the zipper file, it will be all created in size #3. Please create the stopper file(OBJ) in size #3. (#3 refers to the zipper size of approximately 3 mm wide zipper teeth when closed.)
- The mesh’s normal direction must be facing outwards.
- Create two separate OBJ files for bottom stoppers, as shown below.
- The Bottom Closed Stopper must be created in one OBJ file
- Align the MESH position according to the purpose of each axis.
X-axis |
Place the point where the zipper tape touches each stopper on the X-axis of 0. |
Y-axis |
When the slider is pulled all the way down, the point where it touches the bottom of the slider should be placed on the Y-axis of 0. |
Z-axis |
Place the face of the zipper teeth of a slider on the Z-axis of 0. |
- In the Description, the following information of the product must be provided.
(1) Vertex Counts
(2) UV MAP unwrapping status
[Avatar]
- The avatar file format must be *avt.
- All meshes are created in a Y(up) environment.
- Avatar with Joint uses the FBX or OPENCOLLADA format.
- Normal direction of the mesh mush face outward.
[Hair]
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The accessory file must be created in FBX format in order to be registered in the ZACS file.
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The normal direction of the mesh must be outward.
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The name of the Hair Mesh must be "Hair," case-insensitive.
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The Hair FBX should not include anything other than “Hair.” (e.g only select and export Hair Mesh when exporting.)
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If you import the Hair FBX with 'Auto Scale' unit, the position and scale of the Hair Mesh must match the avatar you intend to register.
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You must specify the name of the avatar that is used to create the accessory file in the description.
[Shoes]
- The accessory file must be created in FBX format in order to be registered in the ZACS file.
- The normal direction of the mesh must face outwards.
- The name of the Shoes Mesh must be "Shoes_L" or "Shoes_R," case-insensitive.
- The Shoes FBX should not include anything other than “Shoes_L” and “Shoes_R.” (e.g only select and export Shoes Mesh when exporting.)
- If you import the Shoes FBX with 'Auto Scale' unit, the position and scale of the Shoes Mesh must match the avatar you intend to register.
- For shoes with heels, the heel should have a material separated and applied last.
- The name of avatar must be specified in the description so that the customers can recognize which avatar the accessory was made for.
[Glasses]
- The accessory file must be created in FBX format in order to be registered in the ZACS file.
- The normal direction of the mesh must be outward.
- The name of the Glasses Mesh must be "Glasses," case-insensitive.
- The Glasses FBX should not include anything other than “Glasses.” (e.g only select and export Glasses Mesh when exporting.)
- If you import the Glasses FBX with 'Auto Scale' unit, the position and scale of the Glasses Mesh must match the avatar you intend to register.
- Due to Glasses ZACS being relatively positioned in the center of the Avatar's nose, the position of Glasses after ZACS transformation may differ from the position of FBX glasses depending on the avatar.
- You must specify the name of the avatar that is used to create the accessory file in the description.
[Earring]
- The accessory file must be created in FBX format in order to be registered in the ZACS file.
- The normal direction of the mesh must be outward.
- The name of the Earring Mesh must be "Earring," case-insensitive.
- The Earring FBX should not include anything other than “Earring.” (e.g only select and export Earring Mesh when exporting.)
- If you import the Earring FBX with 'Auto Scale' unit, the position and scale of the Earring Mesh must match the avatar you intend to register.
- You must specify the name of the avatar that is used to create the accessory file in the description.