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Has anyone tried to use Clo3D asset to create AR filter?


  • ottoline

    You likely don't need CLO3D for this as the realtime collision is only relevant to the CLO3D simulation environment and not outside the software. If you want to string a set of 3D beads together to form a necklace you can do that very easily in free apps like blender (whic also has collision) and can better handle the reduced topography. In fact you can use geometry nodes in blender to create generative necklaces (by the thousands) to almost any custom design from a few sketches automatically - which speed the assembly and modelling process as you can assign particles to a bead collection (bucket of beads) that then get strung along a thread and can be draped on a avatar using mesh projection - which is a faster build process > also it's non destructive allowing you to make many variations in minutes. As there are also knot building algorithms within many 3D apps you can also apply complex weaving and embroidery to the necklace in a few clicks.


    I self generate all my buttons, buckles, and necklaces in this way - and often take them into actual production from the 3D surface data.


    Wrong software tool for the job.


    Once you have the basic geometry you can place in additional surface texture maps to make the basic surface geometry more natural so it becomes photoreal ...

    Adding in material finishes from, ceramic, wood, shell, leather, plastic, metal, glass etc


    You can then brush in additional patina, surface wear and tear, and detail features you simply could not generate in CLO3D.

    Below I take a line lithograph artwork and convert it into a 3D silver tarnished button, lifting the low poly surface. (not possible to do this level of work within CLO3D). So you maybe need to decide if the scope of what you intend to show in VR needs surface based and geometry 3D tools. Surface collision for simple shapes can be done very easily and then the high poly or detailed texture maps can be 'bound' to that low poly collision model under simulation.


    (Below complex flat weave model [left] bound to a simple thin surface MD/CLO3D static cloth simulation [right] )

    The same applies to all complex garment 'trim' detailing  > you can make a low poly simple surface model and bind the more complex model to that simple mesh behavior, however CLO3D is not capable of doing this inside their application so you perhaps need to consider doing that work outside in other software that is better geared to making accessory assets. Blender, Maya, Max , Modo, C4D,  are all good software choices for that type of development work ...


  • hjkang

    HI there,

    Thank you for detailed answer !

    I'm fully aware blender etc is the way to create 3D assets like these but I was asking  because I know how to use Clo3D and have subscription anyways, and I really have no idea how to use blender at the moment.  I have made really simple spheres composed into neck embellishment in Clo3D already and was wondering if I could import that to Spark AR instead of going thru Blender which I have no idea how to use.



  • ottoline


    The trouble is you are maybe trying to use the wrong tool for the job (CLO3D is a one-stop shop for garment creation not really 3D accessory model asset creation) which could simply be unproductive for certain workflows, irrespective of what object model you can load into CLO3D (or create from cloth patched patterns) that bind to a cloth strip >> you still have the importance of a low poly mesh workflow with all those related issues when baking maps and textures to overcome for the next software workflow that you want to use > and that requires an efficient poly count model to come in under certain conditions. So sometimes unless you use appropriate technology for that aspect of the workflow you are likely to never get what you want in a productive manner, and that is unfortunately a limitation on trying to shoehorn a less than appropriate software (out of scope) into what is extensively a CG game type model creation workflow for low poly modelling, with baked textures.

    Can I suggest a few options: > You might be better off looking at commissioning someone with the game model skills in that area of development and work out how you do that, or acquire those specific skills that relate to that medium, that may be a more effective, repeatable workflow. The right tools within the right workflow can go a long way to making the overall project run smoothly.  CLO3D for hard poly modelling that requires both low poly and high poly UV maps, baking, texture painting  + compatible material shaders or uses proxy models (eg: beads) is simply not the way to go for such a project.

    If you look at the picture of the woven bed spread in my previous post, you can see how simply it is to create a piece of draped cloth in CLO3D (eg: necklace shape) add in a few offset internal lines to that cloth model draped on an avatar and then bind beads to that object nurb export in an app like blender > you can then bind (in one click) any bead line arrangement off a set of hard models to that object nurb.This is a relatively simple process and possibly has a low threshold for learning only what you need to complete the process.

    Link 1 >> how to create a bracelet inside CLO3D

    Link 2 >> custom top stitch


    Similarly inside CLO3D you can load custom image maps (repeatable trim details like stitching - but swap them out for other elements eg: beads) to any internal line/stitch line and it can act as 'faux' details placed onto a cloth area > switching off a hidden pattern piece that you stitch onto > which can be good to render inside CLO3D vray > however where this quickly collapses as an extended workflow is it's not really suited to export > which is what you need for use in another app ... that would require hard models as opposed to a string of simple 2D images. So although you can create custom edge like detail in CLO3D - you cannot necessarily get the export quality model with the type of texture/UV/polygon integrity you need for the next workflow. It's a mixed bag that doesn't quite 'fit' - so better to start in a software that has the toolsets and CG features that you can stay within to complete a good job.

  • hjkang

    Thank you for your suggestions!

    I will continue on with my blender tutorial at this point. 



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