This is resolved in Clo 7.1.318 or higher.
-Mac M1 Users: Texture maps may be flipped when exporting with Unified UV Coordinates enabled in Clo 7.1.
-Topstitching in versions older than Clo 7.1: The backside of topstitching will bake to the front of the garment during Unified UV Coordinate exports. See our Topstitching section for recommendations to avoid this.
Welcome to the CLO3d Export Guide!
We recommend exporting Clo assets as Standard GLB.
If you’re bringing the exported and optimized asset into an application that has specific UV space requirements, we recommend exporting with Unified UV Coordinates enabled.
We’ll walk through both export methods and show you a few tips and tricks to ensure the texture quality and realism are maintained on export.
To help get your through this doc, below are the topics to revisit for each export method.
Sections to visit for a Standard GLB export (Recommended):
File Preparation
Pattern
Fabrics and Materials
Substance Materials
Semi-transparent Fabrics
Sewing
Topstitching
Seamline Shadow Topstitch
Puckering
Trims
Exporting
Standard GLB Export Settings
Avatars
Sections to visit for a Unified UV Coordinates export:
File Preparation
Pattern
Fabrics and Materials
Substance Materials
Sewing
Topstitching
Puckering
Trims
UV Editor
Exporting
Unified UV Coordinates GLB Export Settings
Avatars
Don’t forget to install the VNTANA Clo Plugin to export, upload, and optimize individual or bulk assets directly in Clo.
Let’s dive into it!
File Preparation
We’ve outlined our recommendations for preparing the pattern, fabrics and materials, sewing, topstitching, puckering, trims, and the UV Editor.
Pattern
Clo allows you to Freeze, Deactivate, and Archive pattern pieces. Be sure all unused pattern pieces are deleted prior to export. If they’re not deleted, they will be present in the exported geometry and can contribute to higher poly count and file sizes.
Fabrics / Materials
Here’s an example Clo Fabric following our recommendations
In order to do 3D on the web you have to have GLB/glTF files with real-time PBR materials. In Clo you can use:
- Fabric_Matte
- Fabric_Shiny
- Fabric_Silk/Satin
- Fabric_Velvet
- Leather
- Metal
- Plastic
You cannot use pre-rendered materials as these require physics that are only inside of Clo and do not work on the web. The materials that do not work on the web (whether in VNTANA’s viewer or others) are:
- Fur (Render Only)
- Gem (Render Only)
- Glass (Render Only)
- Glitter (Render Only)
- Iridescence (Render Only)
- Light (Render Only)
- Skin (Render Only)
If you use these and try to export a GLB, you will see errors. This applies to any web application (eCommerce, AR, social media, etc), not just the VNTANA platform.
Note: Clo does not currently support the glTF extensions that would enable users to export parameters like sheen and clear coat.
Another thing you can do to help your textures out in optimization is to bump the Normal Map Intensity up to between 50-100. A higher intensity makes the embossed detail appear raised off the surface. A lower intensity will have the detailing closer to the surface. Normal maps do not change the geometry (like a Displacement map). They only mimic height and depth.
Roughness, Reflection Intensity, & Normal Maps
You may notice that the exported fabrics in your GLB are too shiny, too matte, or perfect. If the fabrics are too shiny or matte, you will need to adjust the Roughness and or Reflection Intensity.
Below you’ll see an overview of the values ranging from 0 to 100. We’ve included the normal map as well because sometimes you may need to adjust its intensity too.
Map | Value of 0 | Value of 100 |
Roughness | Gloss | Matte |
Reflection Intensity | Matte | Gloss |
Normal | No Detail | Max Detail (Also applies to –100) |
Roughness and Reflection Intensity Recommendations
If you are using a custom roughness map, we recommend setting the roughness value to 50 and adjusting the reflection intensity based on how glossy your fabric needs to be. A value of 50 will preserve the roughness values in the custom map. A low reflection intensity is matte, a high reflection intensity is glossier.
If you choose to use the Clo’s roughness values without the supporting map, we recommend for matte fabrics like cotton, jersey, fleece, linen, ribs, wool etc. to start with a roughness value of 50 or higher and a reflection value 10 or lower. For fabrics that require a semi-gloss like leather, ripstop, nylon etc., we recommend starting with a roughness value of 50 or below and a reflection intensity value of 50 or above. For fabrics that require a high-gloss like silk, taffeta, satin etc., we recommend a roughness value of 10 of below and a reflection intensity of 90 or above.
Substance Materials
Semi-Transparent Materials
When exporting as a standard GLB and your garment includes semi-transparent or translucent materials, you will have to revise your Base Color or Texture map to ensure it exports correctly. Skip this if you are exporting within Unified UV Coordinates.
Bring the Base Color map into Photoshop.
Select the areas that should be transparent.
Delete those pixels.
Save as a PNG with transparency embedded.
Import into your fabric within Clo.
Remove any alpha maps applied to your fabric in Clo. If Alpha maps are let on the fabric, the cloth will not export correctly.
Sewing
Ensure all pattern pieces are sewn properly and fully simulated prior to exporting.
Don’t forget to change the Sewing Line Type to Turned as needed for pocket openings, turnback pieces, etc.
We like to use the below Sewing settings to ensure the seamline shadows are visible on export.
Select all sewing that requires a seamline shadow to be visible. Then change the the following settings. Of course, you can adjust these as needed to meet your virtual quality standards.
Fold Strength: 100
Fold Angle: 240
IMPORTANT: Re-simulate the garment to reflect the changes in the 3D garment.
Note: If you have internal lines that require a visible seamline shadow, reference our topstitching section for detail on how to achieve the seamline shadow visual with our preset topstitch.
With these settings your garment will look like this.
Without these settings applied your garment will look like this.
Topstitching
We recommend adjusting some of the topstitching settings within Clo’s Standard ISO Topstitching Library. Below are the settings we like to use to ensure the topstitching is clearly visible.
Additionally, we change our topstitching type from OBJ to Texture.
This helps with the performance of Clo, especially when using a coverstitch, and it reduces the amount of exported geometry.
Topstitching Settings
Adjust these Topstitching Settings:
· Topstitching Type: Texture, NOT Obj.
· Offset: Adjust as needed based on spec sheets
· Stitch Count: 1
o Versions older than Clo 7.1: We’ve noticed that topstitching with front and back stitches will export with the back stitch baked onto the front of the garment. To avoid this, remove all back stitches.
· Set the Length (SPI): adjust as needed
· Space (in): adjust as needed
· Thread Thickness (Tex): 80 – 150
· Configuration, Face: Adjust as needed
· 3D: Off
o It’s acceptable to turn 3D on however, if on we recommend using a normal intensity of 1-50 and the default thickness value.
Seamline Shadow Topstitch
When exporting as a standard GLB the seamline shadows will not be visible. As mentioned in the Sewing section, we like to adjust a few settings and add a topstitch to ensure the seamline shadow is exported. Skip this if you are exporting with Unified UV Coordinates.
If your garment includes internal lines that also require a seamline shadow visual, we found that applying our Seamline Shadow Topstitch preset to those internal lines will produce the shadow visual.
You can download the Seamline Shadow Topstitch here
Here’s how we apply this:
Download the topstitch.
Drag and drop it from your Downloads into the Topstitch Object Browser.
With the Segment or Free Topstitch Tool activated apply the Seamline Shadow Topstitch to all internal lines that require a seamline shadow visual. You do not need to adjust any of the settings within this topstitch.
In this version, the seamline shadow topstitch is applied to the collar stand:
In this version, the seamline shadow topstitch is not applied to the collar stand:
Puckering
If using Puckering, the intensity specified will only export correctly in Clo 7.0 or higher during a Unified UV Coordinates export. You will not see this detail expressed in a Standard GLB export.
Unified UV Coordinates Export
Trims
UV Editor
The UV Editor MUST be set up prior to exporting as a GLB with Unified UV Coordinates enabled. Skip this if you are exporting as a standard GLB.
Unified UV Coordinates are only needed for the below use case:
Your garment includes puckering.
You will bring the exported and optimized asset into an application that requires a specific amount of UV spaces.
Let’s dive into the UV Editor set up process.
If the backside of your fabric is different from the front, the pattern pieces with that fabric assigned will need to be duplicated and positioned within the UV Editor as well.
We recommend:
1. If the backside of the fabric is different than the front of the fabric:
a. Select the pattern pieces with that fabric assigned.
b. Right-click and select “Layer Clone Under”.
c. Position the pattern pieces in the 2D where desired.
d. Duplicate your fabric.
e. Swap the front texture maps with the back texture maps.
f. Assign the duplicated fabric to the cloned pattern pieces.
g. Re-simulate the 3D.
2. Toggle to the UV Editor Mode.
3. Right-click within the UV Editor window and select “Reset UV to 2D Arrangement”.
4. Arrange all pattern pieces so they fit within the desired amount of UV spaces.
a. The starting UV Space is the square with the green Y axis and red X axis.
b. BE SURE when scaling pattern pieces down they are all scaled together. If they are not scaled together the texture resolution across different pattern pieces will be different.
c. Be sure pattern pieces do not overlap with each other and the black lines of the UV Space square.
i. If pieces overlap each other and/or the UV Space border, you may see texture issues within your exported GLB.
Once all pattern pieces are arranged, it is acceptable to scale smaller pattern pieces larger if the texture quality on those pieces is blurry.
Note: The texture quality exported in the GLB is dependent on:
· The original texture maps used in the fabrics (we recommend power of 2 textures).
· The amount of UV spaces used within the UV Editor.
· The texture size specified in the export window (we recommend 4K).
Recommended UV Spaces Per Garment Type
The chart below outlines the recommended UV spaces to be used per garment type. However, if you are bringing the exported asset into an environment with specific requirements related to the number of UV spaces, please follow those requirements when setting up your UV spaces in Clo.
Garment Type | # of UV Spaces |
T-Shirt | 1 |
Long Sleeve Shirt | 1-2 |
Pants | 1-2 |
Jacket | 2-3 |
Dress | 2 |
Collared Shirt | 2-3 |
Hoodie | 2 |
Skirt | 1-2 |
Sweater | 2 |
Outfit (Long Sleeve Shirt & Legging) | 2 (Top uses 1 UV space and Bottom uses the other UV space) |
Exporting
Export Settings
To export, navigate to File -> Export -> glTF 2.0 (GLB)
An export settings window will open. Follow our recommendations below.
We recommend a standard GLB export at this time because it maintains the texture quality in great detail, it requires the least amount of preparation steps, and it produces an extremely optimized result in VNTANA Platform.
Use the Unified UV Coordinates method as directed below.
Standard GLB Export
Before exporting, be sure you have:
Applied the recommended sewing settings where a seamline shadow visual is needed.
Applied the Seamline Shadow Topstitch to internal lines where a seamline shadow visual is required.
Changed your topstitching type from OBJ to Texture.
Embedded the transparent pixels into the Base Color/ Diffuse/ Texture map for semi-transparent or translucent materials. Removed any alpha maps from your fabrics.
Unified UV Coordinates Export
Unified UV Coordinates are needed when:
Using Puckering
When you require a specific number of UV Spaces.
Use the following export settings within Clo to export a GLB with Unified UV Coordinates enabled.
Note: It is acceptable to export at a higher texture size however, for the best-optimized file results, we recommend exporting with 4K because the textures will compress better to a lower size. 8K textures do not compress to 4K or 1K textures easily.
Avatars
When exporting a 3D garment with the avatar, additional steps will need to be performed in an additional 3D software (we use Blender), to prepare the asset for uploading to VNTANA Platform.
These steps only need to be performed when exporting with the Clo default avatar.
Instructions:
· Import the exported Clo GLB into Blender.
o Note: when exporting from Clo, if the accessory was added as an avatar, ensure that the “All Avatars” property is enabled within the export window.
· Adjust the position of the objects as needed.
· If the bones of the rig/ armature are in the way, toggle to the Viewport Overlays dropdown menu and turn off “Bones”.
· Select each object individually within the Scene Outliner and Apply the modifier to ensure the avatar and accessories position and dimensions are locked into place.
· Select all components.
· Navigate to Mesh -> Apply -> All Transforms
o This step will lock in the positions of the moved objects.
· Export as GLB
· Under the Geometry property, ensure that Apply Modifiers is enabled.
Note: If a trims position has changed during VNTANA optimization, you will need to Freeze/ Apply All Transforms to the affected trims before uploading to VNTANA Platform. Follow the Avatar steps outlined above to prevent trims from shifting during optimization.
Limitations & Recommendations
Sherpa and Fur
Real-time rendering does not support sherpa and fur. This is because real-time rendering does not support displacement maps. Our recommendation is to increase the intensity of your normal map to achieve the sherpa visual. Since we’re using a normal map the sherpa will not stand away from the cloth.
For fur, there is a tedious workaround. You can generate a texture from the fibers for the fur that could be applied to the area where the fur should be. You can tweak the texture maps to mimic fur, but there will be inconsistencies. The biggest issue with fur is that it adds a lot of volume and is very fibrous. You can create a mesh to approximate the volume and then use the material created to apply to it. That would only give you the volume. Unfortunately, we will not be able to get the “fuzz” that fur creates.