CLO3D to C4D
Hi
How I can export file clo3d to c4d with right way? There is always a problem about uv maps or texture exports.
Thank you:)
-
Hi Bahar. I personally don't use C4D, but I guess it should have the same requirements as the majority of 3D programs. Can you share more info as to what are your export settings, what format, and what is the issue you see in C4D?
P
0 -
Hi Bahar, I was also searching that in the past months.. looks like MD has the option to create UDIMs with UV editor for C4D, I was asking in the past to Clo if they can add that option because even the Clo3d has Uv editor, it is not like MD one.. so either we need to subscribe MD as well or find out another 3rd party software to create the UIDMs or wait Clo to add that option.. . this is the information that I found out till now, but if anybody knows any other solution, I would love to hear it as well..
0 -
Hey Pinar! Nice to see you around here. I don't think UDIM is a requirement to texture an object in any 3D software. It is a good process for very complicated texture maps where you can extend the (0,0) to (1,1) space to more blocks in the U and V dimension.
I'm not a user of C4D, but a quick search on the internet shows that normal (0,0) to (1,1) UV maps are used here too. In any case, if you have a few textures that fit with enough texel density (the amount of pixels assigned to a single texture space) UDIM would be an overkill.
Let's see what Bahar shows to us.
0 -
Hi Pablo.. i am not an expert on this.. i am just guessing.. with Clo, you transfer all the UV pieces together but on MD you can create UV maps for each pieces.. may be that might be the issue? just guessing.. but i am also looking forward to hear what Bahar or any other user will share.. because i have been looking on this as well recently..
0 -
CLO3D uses a single defined UV map that you set relative to your 2D patterns as they are laid out in the drafting window space. (paper space). The single UV map therefore does not allow you to scale the UV map for any one garment assembly to a different pixel ratio for a single fabric or image map texture.
UDIM is often used to allow unwrapped mesh with their respective UV's to be placed at varying scale suitable for texture painting workflows and LOD (Level of detail) . This becomes important for areas where higher detail may be required. For example in gaming the face, eyes, hands and mouth might require a close up shot and more textural detailing relative to a densely packed UV of arms, legs, torso - generally covered. In clothing this can be important as well. if you have basic patterns that are simply woven fabric, that might use a simple texture repeat, but then the edge trim might be a lace that requires a higher quality pixel density. Yet all patterns in the assembly are the same scale > with UDIM the UV maps might serve a higher quality image into the model over a smaller area. CLO3D cannot do this at the single map level like MD.
However CLO3D can assign many fabrics to a model at particle mesh density, so in that respect you can create separate materials with varying texel scales of tiled image maps.
MD did not have UDIM for many years, yet people coped.
0 -
Hey. udim will not solve your problem, c4d does not support udim.
Just export to obj. When importing, remove the checkbox invert transparency and select the import sorting by materials option.0 -
@ottoline thanks for the information but i guess before MD has that option, users were using 3rd party to create UDIM..
@Vad , i think on c4d, they create separate material per udim, they do manually
0 -
You can still do this from CLO3D however it just adds in some additional UV exporting and is not as convenient as MD with UDIM.
Assign your materials and decide on your UV set layouts > In this example below both textures are on the one UV set at a UV map image scale of 2048px x 2048px. Use the manual UV edit tool to drag a UV grid to encompass your patterns > save out selected object patterns > unified > at 2048px with 5mm bleed.
UV set grid.
Note how you need to lay your patterns out in the 2D drafting space according to the UV Grid. Unlike MD where the UV pattern piece is scalable in CLO3D the UV is the pattern piece BUT the UV grid is adjustable. This allows you to save out a set of pattern pieces according to grouping you want to assign for each UV scale. It does require you to import these seperately and then weld them in your next workflow. However that is a relatively simple task.
Think of it as pattern in UV set 1 and patterns in UV set 2. Both are exported at different scales of UV.
Kick these two pattern to UV set > exports out ... first set (sleeves and binding trim)
Now the second set (Below)
After setting the UV grid to enclose the second set of patterns for my UV > I shift to export these. So the workflow is based on separation of patterns into layouts (2D drafting) that will represent my models UV's. With each new UV scale I export (texel size) being based on a new UV scale grid. In this manner you achieve manually what happens via the UDIM feature in MD as a separate workspace.
Both texture maps (unified) were exported at 2048px in size. Below you can see in Blender 2.80 that the texel is indeed at varying scale when you select a specific map relative to the UV in the object model assembly. (sleeves below)
Assign the correct UV map texture image for the UV/mesh set.
Everything is now matching the texture position and there are two differing (sets) texel scales in this one tee-shirt model.
3D Model below has two different sets of UV assigned at varying texel scale. Like C4D Blender 2.80 does not have UDIM so you need to manually assign the image map to UV. (set) In future UDIM will likely be in blender - approx in Feb 2020.
You just have to organize your patterns and manually change the UV scale then export each out separately. In MD you have a new UV UDIM workspace that has all this pretty much automated in one export, which is a lot more convenient if you are doing this repeatedly. However for CLO3D users this is still possible.
0 -
@Ottoline .. thanks for all the detailed information, this is very helpful! I understand your point.. but like you say on MD it is much easier and faster.. :) so we should demand this option for Clo as well :)
0 -
I don't see the advantage ?
CLO3D doesn't need it like MD does for gaming where LOD (Level of detail) is an issue.
For the few times you need to generate texture maps it is likely they will be for look-book still images > then use this process but save out to suitably large texture maps. The entire CG world existed for 25 years with out UDIM.
The UDIM standard was created here in NZ some years back for speeding up texture painting > then licensed to luxology as software in mari. It is specifically geared to paint texturing workflows in production. CLO3D tends to be based on creating still images so that productivity doesn't really demand that (unlike creating entire CG worlds), and with other modern standards for file transfer on there way it might be better to focus efforts on things that add to fashion design functionality and presentation.
CLO3D and MD have always had appropriate and efficient tool use at their core, and in their end user choice, keeping the number of tools manageable, I think they strike a nice balance. Remember CLO3D has the additional baeuty render engine > vray and with python (which can act as a bridge to external softwares) is there any need in making textures for export at LOD. I think it is almost redundant for most fashion users. What might be more important are things like universal material shader transport, so if assets are passed downstream, there is good cross over. Texture painting for production scale assets across a CG pipeline at scale with LOD is best done elsewhere.
0 -
@ottoline you might be right on some points but the entire fashion industry existed without Clo or any other similar technology for many many years as well :) but we are into this technology because it makes it easier and faster many processes. and fashion industry is not just production, creating looks books, editorials , fashion shows also includes in the fashion industry.. currently i also subscribed MD, but it is another expense for me just for having the UDIM option. .. so i guess what i am asking is not too much :)
0 -
Hey Pinar. Maybe we can help with your specific problem so you don't need to use MD too. Can you care to elaborate what is that you need the UDIMs for? What can't you do with the normal CLO3D UV Map?
Looking forward to help you figure it out.
P
0
Comments