CLO3D\Marvelous Designer to Blender with UV Map.

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Hello creators! I’m Anya, and today I’m gonna show you how to export your 3d model  from CLO 3D and import it to Blender.   I’m gonna texture and render my model in  Blender so I’ll not export textures from CLO. Since I use Blender I will show you how  the object looks after import there,   what materials are transferred, how seams  and topstitches look. But I believe that   all techniques that I’ll show you here are also  applicable for importing to another software.  First of all, I’ll show how to  prepare your model for export,   then I’ll make a UV map and bake  normal map texture for seamlines.   And finally, I’ll show you how to export  .obj and .fbx and import them to Blender. So Let’s get started! I have this dress, created and textured earlier  in CLO. Even if I don’t export textures I always   quickly texture it here to see how my textures look, where I want to apply or change them. All fabrics, buttons, and topstitches will be  transferred to the .obj or .fbx file during export   so you can texture each of them in Blender  individually. So make sure that you have all your  fabrics, buttons, and topstitches here. I have 2  fabrics - silk and lace and 2 topstitches - single   and bartack. Only buttonholes and I guess graphics  will not be transferred as an object, because they   apply as a texture on your model. To transfer  it you will need to bake a diffuse texture map. So before you export your model from CLO  I recommend you to check the following: First - The mesh should be clear. There  shouldn’t be any collisions. You can switch   to the texture surface mode to better check it. Second - check that all faces are set correctly.   If not - flip normals. Black areas - wrong side of  the fabric, colored areas - right side. Make sure   that facing, hems, bindings have the right side  visible. It’s important for many things such as   proper texturing and rendering,  applying buttons, topstitches in CLO.  Then Decrease particle Distance to have a smoother mesh. The lower you make it   the more smooth and realistic the mesh will be. If you’re going to export topstitches as .obj,   not as a texture - Change Z-offset for the  topstitches so they do not float in the air.   I prepared a snapshot for you  to show you the difference.   By default, there is a gap between fabric and  topstitches. It looks weird so I always remove   this gap. Press J (edit topstitch tool), select  all topstitch, go to the property editor and   change the Z-offset to 0 in the property editor You can see that now they are located right   on the fabric surface, and it’s much better. And last but not least - Adjust the intensity   and thickness of the normal map for seamlines and  puckering to make them more realistic. Seams and   puckering as you see them in the 3d window  are made by adding a normal map that looks   like bright purple lines. They create small  fake bumps that look like folds and wrinkles.   You can adjust the intensity and thickness  for them to make them more or less visible,   thicker, or thinner. For example, I have 0.15  thickness for plain seams and 0.07 thickness   for topstitch seams. Topstitch seams are always  less visible and noticeable than plain seams. I   don’t have puckering on this dress, but if you do  - adjust it as well. Later we will bake the normal   map texture that will keep all this information  and then plug it into our model in Blender. That’s all my recommendations,  Now let’s create a UV map. No matter if you want to export your model with or   without textures - you need  to create a correct UV map. Basically, we already created it when we  drafted 2d patterns. UV Map is a flat 2d   representation of a 3d model, which allows  you to texture your 3d model correctly. The cool fact about CLO 3D is that we create a UV  map first and then transform it into a 3d model   while in other 3d software we make a 3d model  first and then unwrap it to get a UV Map. But even though it sounds strange, it’s not a UV  map. Yes, you texture it here, and your textures   look great because CLO applies them on your 2d  patterns, but during export, CLO 3D takes the UV   map that is located in the UV editor. In the top  right corner. And this is how it looks if you just   created a 3d model and didn’t touch it here.  Complete mess-up and different scale patterns.   You need to arrange all the patterns  and place them into these squares. First - let’s give them a shape of 2d  patterns as they are in a 2d window   to set a correct scale. Press the right mouse  button and select reset to 2d Arrangement. Now we need to scale them down  and place them into a square.   At this point, you’ll need to do the  rest of the arrangement work manually.   Unfortunately, there isn't  an auto arrangement tool. Don’t forget about the scale. Patterns  with the same fabric should always have   the same scale, so make sure that you scale  them only when you selected all of them.   And always remember about grain direction.  Do not rotate your patterns randomly   to better fit the square shape. You can only flip  horizontally or vertically and even that’s not   always if you have a fabric texture with a defined  pattern. To flip - press the right mouse button. Usually, for one object we make 1 UV in a square  0-1. But 1 UV map has a few disadvantages.   First, the resolution of your textures  will become significantly lower   because you scale down your patterns.  Second - sometimes it’s tricky to   place all your patterns into 1 square,  especially if you have a big project. And also, it's tricky to keep the scale and not rotate them. So there is a way to make several UV maps.  Blender added a UDIM feature in ver 2.82   that allows reading UV map sequences for one  object. And that’s actually a big deal. You   can make several UV maps and the scale will be  bigger so the resolution also will be bigger. The amount of UV squares is not  limited but remember that you   need to place them from left to right in  a positive part of the coordinate system.   In other words here. You can go to  the next row above the first one   but also fill them from left to right. That’s  how all the 3d software read the UDIMs. I decided to place the front, back, and bindings  in the first square and the ruffle skirt in the   second. I have a bias grain on all patterns for  the silk part and it will be correct to place them   all at a 45 degrees angle. But I’ll better rotate  the fabric texture in Blender at 45 degrees.   Since these bindings have a bias grain I can  rotate them 90 degrees, but actually, it’s not   convenient here. Sometimes it’s better to do it  in the 2d pattern window in a simulation mode. You can also check if patterns don’t  go out of the borders and placing them   into the square automatically. Select  them right click - fit UV to 0-1.   Unfortunately, it doesn’t work with the  second UV, so check the borders manually. And The UV map is done and you can export your  model. But. I’m going to save the normal map   for seamlines, that we adjusted earlier. And  we can make it by baking a Normal map texture. Let's change the preview to the normal  map and you can see that fabric textures   are applied at the moment. So we need to  delete them to save only the seam line bumps   I want to set these textures here so I will create  a new colorway. Go to the top right corner, select   "colorway", press plus button, and select "new  colorway". Go back to the UV editor and delete the   normal map for fabrics: lace and silk, and also  delete the opacity map for lace if you have it Now let's bake our textures. Press this button:  "bake textures", select "saving path" and name it. Then select size, 4k is enough for this case. UV area. Since we have two UV squares let's select all tiles. Dill texture seams: it means how  many pixels will be outside of each pattern.   If you set 100 the area outside will be bigger  but it will intersect the adjacent parents. So   about 10 is enough, and select normal map  texture type we don't need anything else. Press   save. That's it, we have normal maps and you  can check them in the folder. Now let's export   for the dress. You can export it in .obj or  .fbx formats depending what you're going to do   with your model and where you want to import it.  .obj can only keep mesh, UV, and materials data   while .fbx is more complex format which  can also keep the animation. I'm okay with   .obj right now. For export go to "File" ->  "Export: -> .obj and select the file path. Here we need to select what patterns, avatars graphics and trims you want to export.   I select top stitches and all the patterns  and deselect my avatar, then select single or   multiple objects. Multiple objects mean that each  pattern will be saved as a separate 3d object   but for some reason it doesn't work for .obj only  for .fbx export. But I need one object so I select   single. Depending on what you're going to do with  your model in blender, select thin or thick mesh.   If you want to change the mesh select thin if  you want only to get a pretty render thick is   a good way. If you select thin you can also select  unweld or weld mesh. Unweld means that vertices on   adjacent patterns will not be joined together,  and you will be able to move them separately.   Very important to check unified UV coordinates.  It will write the UV info to the .obj. These boxes are for baking diffuse and normal  maps but we have already baked the normal map in   UV editor, so uncheck them. Then select the scale  according to the working units in the 3d software.  I use meters in Blender. And finally select  save file with absolute texture image file path,   or save with texture files zip. Since I don't bake  maps here I won't have any textures so I choose   the absolute texture image file path and click ok.  That's it, .fbx export is pretty the same except   you can also select export animation or cache  animation. I will show you this. Export .fbx. You can select these options here Now it's time to import this dress to Blender and  see how it looks. Go to file import wavefront obj and select the model. Wait a bit  while the program loads the model,   and here we go everything looks great. Now let's switch to material preview and you can  see that seams are not visible at the moment.  This is because the baked normal maps are  not plugged into the material shaders.   Go to the shader editor, select the model,  and go to material properties. H ere you can   see all the materials that were exported from  cloth 3d: silk, lace, and two drop stitches.   We need to plug the normal map to silk and lace  materials. Select silk and add image texture node:   "Shift + A" -> image texture and select the normal map that we baked before.   Select only first of them, the rest  will be connected automatically.   Change the color space to "none color"  and add one more node -> normal map. Then connect color to color and normal to normal  and now you can see that seams are visible. Now we need only to copy these  node settings to the lace material,   and plug it in, and that's pretty it. Now you can texture your model in  Blender and render beautiful images.  Much better than in CLO 3D, btw.  If you want me to show you how   to texture your model in Blender -  let me know in the comments. Also,   give me a thumbs up - it will help  people find this video on Youtube. So that’s all from me, Thank you for  watching, and I’ll see you next time! Bye!
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Channel: My Dress Patterns
Views: 56,015
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Keywords: clo, clo3d, clo3d tutorial, marvelous designer, marvelous, designer, md, tutorial, 3d, 3d modeling, 3d design, 3d fashion, digital fashion, virtual fashion, fashion, fashion design, clo3d export, marvelous designer export, Clo3d UV map, Marvelous designer UV map, clo 3d, mydresspatterns, my dress patterns
Id: hoJoXVYipXk
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Length: 13min 0sec (780 seconds)
Published: Thu Jul 22 2021
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