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How can I reduce the polygon count of buttons and trims for OBJ exports?

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  • ottoline

    This 20,000 poly count with stitching is not going to happen. You have to understand that the poly-count of small details like stitching (as Mesh) is going to explode out your polycount. And if trim is equally as poly intensive then that is what you get as an output > high poly-count. It's then down to you the CG artisan to reduce that in your next software or decide what process to deploy so you can maintain a lower poly-count across all the features you want. For this reason many artisans 'bake' their high poly mesh down to a lower poly count using normal maps or displacement maps. This is however not necessarily the expertise of CLO3D as an CG app, and you would typically do this in another application for fine materials detail or making the garment topology suitable for a lower mesh count. Blender can of course do this, and inside CLO3D you can bake out the pucker and stitch maps to reduce much of this edge and trim detail down to simple UV maps for use in Blender. Blender actually has simple topology tools that can reduce mesh count down, just like inside Marvelous Designer, so that should give you a simple cross over if using CLO3D.

    My suggestion is look at how Marvelous Designer handles lower poly characters and baking high poly mesh down and adopt a similar workflow with blender + CLO3D.

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  • kammersenger

    Thank you so much for your quick and detailed answer! I will try this :)

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