HOW TO CHANGE TEXTURE SIZE IN OBJ
When OBJ imported and added texture, size of Texture is too big. But I don't see adjustment of scale option.
Either import OBJ from Blendar or OBJ created under Clo both are same.
Please advise.
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You edit the texture on each pattern piece in the drafting 2D window using the (T) Edit 2D texture tool and the gizmo in the top right corner.
You can edit the >Fabric< overall scale in the object browser > Fabric Tab > Property editor > Material > Transformation > texture > width/height ratio (ratio lock on/off) > and the normal map. This will change all patterns texture scale suing that fabric texture (image maps).
When you import an object with texture maps, and a UV, you may need select the object prop in the scene tree and reassign the texture maps for the object prop model. eg: like you would importing an avatar.
When you save out a model from blender you need to save the textures and UV maps so they are assigned correctly to the 3D model you are transporting in fbx or object format. You may need to bake textures to a model to get a single image map. So this very much depends on what you are trying to achieve importing into CLO3D.
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Hi Ottoline,
I don't think I understand How to bake texture.
My Blendar OBJ is just simple Basic square, no texture. After import into Clo, wanted to add Texture. TEXTURE is added but size Transformation field is not there.
Same as below for 3D OBJ created/imported. Below middle one is Garment imported from Right side white form, but it collaps when simulate. Need to add Texture to OBJ.
Please explain..
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Did you import the blender torso in as object to 2D garment ? If so you need to assemble the garment on the torso avatar. But you also need to check off a few items.
When you import a 3D object as avatar make sure it's surface normals are calculated so they are pointing outwards, so the cloth does not simulate inwards. And when you assemble the 2D patterns make sure you don't accidentally assemble them inside out. Often when importing a 3D mesh object into another app you need to ensure surface faces are not reversed according to the next import process. Within blender is the ability to set an export preset that you can customise to your export liking. I would typically make a blender to MD export preset, and use that in future for all exports from blender. Set once and use forever.
In CLO3D You can select a pattern in the 3D window and use flip normal to rectify this if it is an issue.
When you created the model in blender its customary to also unwrap the model to a UV map with a material. There are a lot of videos online about that process with blender, you may have to do some homework and watch a few videos and practice that skill. >> https://youtu.be/scPSP_U858k
Best to do that UV (image scale) texture work in Blender and not try and do it in CLO3D. You can swap out a UV map texture in CLO3D for an avatar, but in order to scale it relative to the UV associated with the 3D model it is always best to use a texture editing application like blender - which has tools to do that task quickly and simply. If you apply a tiled map material in blender to the 3D model you have numerous options to save it. A skill well worth learning. If you attempt to do this in CLO3D it means you need to use photoshop or an image editing software to change the scale of your image relative to the UV assigned to the UV model. That is perhaps a more convaluted path to take - than simply doing that UV avatar texture work back in Blender on the object model you intend to export into CLO3D.
Blender learning list >> see stage 2 texturing
Unlike fabric textures, where there is a scale and adjustment (gizmo) the avatar or any imported prop models relies on the user making good the 3D model asset they are importing. And within CLO3D scenes where props can drop their material map[s relative to the previous model you can simply re-assign these from the CLO3D scene root directory and allocate the image map to that objects UV. A word of warning here > when you load image maps to CLO3D they must be 8bit. This means if you use higher quality 16 bit images in your avatars or 3D props they may not load correctly. 8 bit is generally okay for most fabrics, but up to each individual to perhaps reach their own conclusions.
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Actually Torso was just Clo OBJ created. But when I added Texture to OBJ, scale was so off.
I tried other OBJ as below and saved Texture together from garment to OBJ, and Scale is ok.
But OBJ shows plastic finish, not like garment /fabric finish. Did I do wrong?
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