Organization is important when exporting assets from CLO3D or any other 3D software. When it comes to multiple pieces of geometry with different materials, it is best to group them by the material used on the asset. The object also must be a polygonal piece of geometry – NURBs and other surface modeling creations will not export.
It is best practice to create UVs for your assets even if you plan on using a pre-made material, as many materials have texture maps to enhance the material effect. UVs should be located on the base channel as we currently support 1 UV channel.
In a lot of 3D modeling software you can set the material to tile on its own. However, this tiling doesn’t often translate to an export, and in the case of gltF and usdz, it defaults all materials tiling to 1 x 1. For example, for materials that have a pattern that is tiled 15 x 15, it would make them come out as 1 x 1 and look much larger.
If your model has any modifiers applied to the UVs make sure that all of that information is collapsed down to the UV level.
In the image on the right we can see the texture and the UVs scaled up and outside the range of 1 in order for the texture to tile across the surface.
Materials and Textures
The material type used on the platform is PBR with albedo, normal, roughness, metalness and ambient occlusion maps being the most commonly used texture types. Unfortunately CLO3D does not currently support PBR material and texture exports. The most common result is that the reflectivity of the object might look incorrect due to the specular/glossiness channels in CLO3D being converted into the roughness/metalness channels of PBR.
Typical game optimization helps achieve the best results. Stick to texture dimensions that are the power of two, 256, 512, 1024, etc. Running the .jpg textures through an external compressor can also bring down the size of your scene especially if you have many textures. Textures may be no bigger than 2048, or they will be automatically compressed.
When it comes to the color of a texture, CLO3D separates out the details of the fabric into the color of the fabric, which is driven by the color of the material and the texture of the fabric. This is in turn driven by a black and white texture image. A common problem when exporting CLO3D assets is that it will save out the material’s texture information, but not the color used, so your object will contain the correct fabric texture but none of the color. For best results on the platform is is recommended to export from CLO3D using the settings in the image to the right.
- We recommend exporting as an OBJ, as this will keep the object and textures separated, which will make it easier to tell if you have any texture issues, and because the asset will be packaged in a way that will make it directly loadable onto the platform.
- The platform does not support double sided faces, so for thin pieces of fabric that rely on rendered backfaces we recommend to export using the Thick setting.
- Depending on the size of your asset the default millimeters or meters for scale will work – the platform uses meters.
- Under “File” it is important to select Save with Texture Files (ZIP), which will allow you to upload the asset bundle directly to the portal. Additionally, selecting “Diffuse Color Combined on Texture”, “Exclude Ambient Map” and “Color and Save with Transparency Map Extracted from Diffuse Map” will combine the color of the fabric with the texture into a diffuse map, and create an alpha map to allow transparencies to properly be displayed.
- The exporter currently supports PNGs. Any other texture file types will be converted to PNGs.
- Some geometry comes out dark or black when exported. This is often times a result of the 3D Geometry being inverted or having a custom attributes somewhere attached. The best solution is to go into your native 3D software and make sure the geometry is not inverted.
- If the materials didn’t come out looking right, please make sure that the material name is properly named, with the underscore present. There should not be any spaces in the material name.
- If your asset comes out with the textures but without the color make sure you follow the above export options and check Diffuse Color Combined on Texture under File in your export.
- if you can see through elements of your mesh it is because you are viewing a backface of the geometry and you will need to make sure Thick is selected on the export screen.