ZIPPER AND HANGER OBJ DON'T SHOW TEXTURE IN OTHER PROGRAM AFTER EXPORTING.
Hi, Zipper garment exported in OBJ /FBX and checked in other program like Blender, but Texture is missing as below. Please help.
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How did you export the OBJ/FBX ? What were your export settings? What version of CLO3D ?
Maybe post a screen capture of that so people can review your settings.
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Hi Ottoline, I use 5.2.382, can you check below what is incorrect?
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Try toggling on save with zip to test with packed textures in the scene - which should now include the coat hanger texture set.
Appears to come in perfectly in FBX and OBJ mode no problems with all materials and shaders allocated okay.
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I made screen shot again to show. Maybe I am doing wrong, I saved in Zip option, but I had to move files copy to new folder to open OBJ in Blender. But folder has only Jacket fabric texture map. How can this take Hanger and Zipper texture? Please advise how I can correct this.
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I use a PC, and it appears to be okay in either object or fbx.
You are missing your hanger textures ?
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Hi, I don't play Texture yet in Blender, (Not the level), I just need to export items and checking the OBJ has all detail as CLO to ensure other 3rd party can take it as it is.
(Hoping at some point, I can reach like you)
I tried as below already, but still OBJ does not have full textures. missing of Zipper texture and hanger. Zipper case.
But if I create Zipper tape in pattern and add Puller manually instead of using Magic option tool, and also export Hanger by itself, things were all ok at Blender, but I had to put thing together on garment. What I need is exporting with garment. Please advise.
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Are you using a Mac?
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No, PC just window 10.
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Odd when I do this, they came in fine for me in both object and fbx mode.
What I suggest for now > Try just exporting the coat hanger from CLO3D > toggle off unified textures - as that hanger uses a texture tile. And unless you need the UV layout for the pattern pieces with pucker from the CLO3D 6 UV editor maybe do the same as fabrics are tile map fills anyway in CLO3D.
So maybe a work around for you is to export the coat hanger out as a separate export and bring it back into your blender scene with the tee within a collection.
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Hi Ottoline,
I can export Hanger separately and add it to garment in Blender. Hanger exporting by itself it is ok. But I wanted to find a way to export all together.
Plus, these happens all OBJ items like zipper or buttons. and Zipper tape is also not having correct texture. I wish to find a way to fix.
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I have yet to check out all the recent exporting in CLO3D 6. I know in MD that the objects like buttons and zippers pack into the UV UDIM really well for export so maybe they have changed that feature in CLO3D 6. When I have some free time I will look into it and post what I find.
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Hi Ottoline(Are you part of CLO?) or anyone in CLO team,
I am just writing on Texture issue on this subject again hoping someone helps.
I still have a problem of Zipper and Hanger texture export, but added Hanger separately and also made own 2d pattern of zipper with own texture in CLO, and assembled Zipper pull/stopper OBJ separately in Blender for complete 3D OBJ work. It is so much work than original in CLO, and I understand CLO and other 3D software some transition work, but considering I am not sure if it is my lack of knowledge or unavoidable step, I need to ask many questions. I am also not a expert of Blender, but I am trying to understand how it will be showing in other software.
After all my work, I found Normal map issue again. OBJ exported does not show Normal map embedded unlike FBX. Does OBJ need manually adding in Blender?
The problem that I have in FBX is missing of graphic Logo unlike OBJ as below.
Plus, OBJ and FBX both don't show Depth map embedded. Does it need manual adding in Blender ? Will these be same result in other software like 3D MAX?
Please advise.
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I have nothing to do with CLO3D, I use many software's in design and development to produce product and fashion.
Suggestion: In blender make ONE shader that takes in the same CLO3D 6 Beta PBR maps for each PBR factor for metallic workflow. Then load them into Blender material node graph. Drag and drop onto your hanger > save that new wood material to your blender PBR library. Reference the same common texture maps between both shader systems. Streamline your blender import process (eg: custom PBR map to shader conversion)
NOTE: The CLO3D 6 beta feature list , see what is current and what is pending. It looks like the zipper texture integration will be receiving some attention in the future, so I think this is a matter of wait and see. As is the substance material integration. So maybe know that things are changing soon.
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Thanks for helping! I felt like you are the essential supporter in this community, it is amazing support although sometimes it is overwhelming for me.
It looks like I should make shader work in Blender to bring all CLO map. I just wanted to move 3D file from CLO to other software directly without working in Blender.
Hoping better system in CLO6.0. Thanks for sharing.
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You can stay in CLO3D for almost the entire digital garment sample process, including the shader materials (fabrics) and rendering. The only time you might need to dive out to blender, max, modo, maya, substance, is if you need to custom model a prop or create a custom fabric texture. Otherwise you could happily be spending 90% to 100% of your time in CLO3D, that is what is so good about their digital sample system. You can stay inside it almost exclusively.
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Thanks for realistic comment. Yes, I am enjoying CLO for most of my design developing and pretty confident of most of design construction/effect. Only matter what I want to ensure is to maintain all texture map as it is after exporting, so they can be used it for other Virtual collaboration work. CLO was easy work for me as you said, because of that, I still don't understand my struggling for exporting side problem.
Anyway, Thank you!
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Export as tile maps > into blender > a PBR materials shader is made up of texture tiles > therefore you can select and switch off unified UV's in CLO3D if you are not texture painting onto UV maps > then when you are in blender create one PBR material shader (do once) and apply your texture tile maps from CLO3D.
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