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Exporting as FBX/OBJ changes poly count to ridiculous amounts?


  • ottoline

    If you include the 3D stitching polygons as part of your export you will get an extremely high poly count. You may 'bake' the 3D stitching down into the UV maps and export those at a suitably high pixel image resolution and apply those to your garment model material shader in your external workflow. Similarly if you export the garment cloth as 'thick' mesh you will get double the cloth surface data plus edge surface data, making your 3D model ply count high. One alternative is to export a thin welded mesh, with pattern UV texture maps with all stitching detail baked down. That is the most efficient (smallest) export combo. 


    Hope that helps point you in the right direction so you may research that more deeply.

  • bayou

    You have no idea how much this has helped me!

    This makes complete sense.
    Before I logged off last night I produced a quick crop top with no stitching etc and it exported much more like I would have expected it to.
    I still didnt make the connection between the stitching and the poly count as I was incredibly confused and frustrated.
    I also didnt know that exporting as a thick material would double the poly count.

    With your advice I'm sure I'll be able to continue with a little bit more research into baking the 3D stitching down etc.

    Thank you so much, I really do appreciate your help!

  • ottoline

    My pleasure, you can get incredible stitching and seam pucker detailing in CLO3D.  (Below to give you some idea of how to render or bake it out).

    See thread >> Link


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