This applies to all slots and is a common specification.
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Table of Contents
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Common Specification (1) 3D Data Used in Production
■Player Model player_ugc_base_v1.blend
- This is a player character mannequin. Please create a model that matches this body type.
- Both male and female versions are included in the same dataset.
- When you played, you can observe the test animations.
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⋆ NOTE The skin texture applied to the mannequin can also be used as a guide |
■Equipment slot (weapon type) Sample data
Download from here: ugc_equip_sample_configration
We have included sample models for each equipment slot (weapon type).Please use them as guides during your production process.

⋆ To ensure versatility, we have provided FBX data as well. However, in this document, we are explaining using Blender data.
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Common Specification (2) Production Process
■About Blender data
Rather than creating new assets from scratch,
please make sure to save a copy when working with the Blender data provided by the administration.
⋆ Different Blender data files are used for each equipment slot, so please refer to the following for confirmation.
→ About Equipment Slots
| 【Reason】 We have made changes to settings such as the grid, units, view display, and initial placements from the default configuration. Creating a new scene could alter these settings, potentially causing unexpected issues. If you intend to use other Blender data or FBX files, please use the append or import function. |
① Body/Leg
Please save a copy of the player base model and use it for your production.
- Make sure to parent it to the armature "ch1:skeleton" and apply weights.
- Please refer to the specific instructions for each equipment slot.
- After production, please remove the mesh of the player base model.
The state after production (during FBX export) Body and Leg equipment

- In the Blender data, please ensure that there is only one mesh (represented by the inverted triangle icon) for the model you have created.
② Head/Back/Shoulder/R-Hand/L-Hand
Please create your model using the sample data from "ugc_equip_sample_configration" for the respective equipment slot.
- Make sure to parent the created model to an empty named "ugc_item_root" and then export it.
- Also, remember to remove the Player Model and sample models after you've completed your work.
The state after production (during FBX export) Other equipment than body and leg

- In the Blender data, please ensure that there is only one mesh (represented by the inverted triangle icon) for the model you have created.
■Sample models for those who are not yet familiar with 3D modeling.
ugc_equip_sample_textureguide
The models uploaded here can be used as samples for creating UGC equipment by preparing only the textures without editing the fbx data.
To understand where the edits will be reflected on the 3D model, a guide is also included
⋆ You can not only adjust textures but also make modifications to the model.
Common Specification (3) Polygon Count, Model Size, Texture Resolution
- The provided guidelines are meant as a maximum reference, so it's recommended to aim for a low-poly and low-resolution design whenever possible.
- While some deviation is acceptable, extreme deviations may result in your submission being sent back for revision.
- Please ensure that sample models and base models do not get mixed up within the FBX file.
■3D Model (fbx)
| Specifications | Notes | |
|---|---|---|
| Polygon Count | 1 item Maximum 2000 polygon (triangle) | |
| The number of Mesh | 1 per item | ⋆ Even if you have modeled it by parts, please combine them into&br;one piece in the end. ⋆ In Blender, this function is referred to as "Join ". |
| The number of Material | 1 per item | ⋆ Please make it a simple one with only a texture applied to the base color. Multiple materials cannot be used. |
| Model Size | <20cm each side total of three sides must be <30cm | ⋆ on Blender/maya ⋆ The Player Model's height in Maya or Blender is approximately 13cm. |
■Texture (png or tga)
| Specifications | Notes | |
|---|---|---|
| The number of Sheets | 1 color texture per item | ⋆ During production, even if you use multiple textures, please consolidate them into one image texture in the end. ⋆ It's preferable to include shading in the texture for a better appearance. |
| Resolution | Maximum 512px×512px |
Common Specification (4) Vertex Color and lighting Settings
In GensoKishi, the intensity of lighting is specified using "vertex colors".
- The default values are (R:0.5, G:0.5, B:1.0).
- If Red is set to 1.0, it will completely ignore the direction of the light (whether it's front-lit or backlit), so unless you have a specific intention, it's advisable to set it to 0.5.
- You can confirm the final appearance when importing into Unity.
You can adjust the strength by modifying the RGB values of the color.
- Red : Shadow Intensity
- Green : Rim Light Intensity
- Blue : Metallic Feeling Intensity
For example, the following adjustments are possible:
- If you want to reduce the intensity of the shading
→ Increase the R value of the vertex color. - If you want to enhance the metallic glossiness
→ Decrease the B value of the vertex color.
(⋆ Changing the lighting intensity doesn't mean that the color will be applied to the model.)
Created a diagram illustrating the effects of each vertex color channel
⋆ The images for Green and Blue are set to R:0.5 since the effects may not be clearly visible when there are no shadows.
If you don't specify anything (white with R:1.0, G:1.0, B:1.0), the model won't have any shading during implementation.
If the textures are painted in colors with no variation in brightness, it results in a flat, 2D-like appearance.
Lowering the values (getting closer to black) will make the shading more pronounced.
If the texture already includes well-defined shading, increasing the values may result in a stronger and darker appearance.
Adjust it according to your preferences.
⋆ For instructions on how to set vertex colors in Blender, please refer to a separate document.
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Common Specification (5) Other Important Regulations
●When exporting to FBX, please be sure to use the dedicated output preset provided in Blender.
The preset file can be found in: blender_preset
Follow the instructions in the "How to Use.txt" file within that folder to install the "genso_ugc" preset.
Exporting with the default settings may lead to potential issues during implementation.
⋆ In particular, if the FBX file includes cameras and lights, it can cause critical problems in the entire game.
●Semi-transparency cannot be used.
You can use transparency (alpha channel) in textures, but it will result in a cutout effect, either 0% or 100%.
●All polygons are set to "Backface Culling", which means the backside will not be visible.
For items like capes or frills, please make sure to add thickness, duplicate and flip the normals, or fill any holes to create polygons on the backside as well.
In Blender's sample data, the view is set to hide the backfaces by default, so if your model is correctly shaped without changing this setting, there should be no issue.
●Please avoid having UVs with zero area (Please refrain from using extremely small polygons). This can lead to flickering or rendering issues in Unity.
●The smooth edge setting (Vertex Normal: Vertex normal) will be implemented as it appears.
There is no automatic processing on the implementation side, so if you want to make certain parts smooth, keep them smooth, and if you want to make them sharp, keep them sharp.
In the Blender, it's efficient to use "Auto Smooth" to keep things smooth and then mark the edges you want to make sharp using "Mark Sharp".
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