UV's on export get scrabbled in other programs
Hello,
I'm having an issue when exporting a completed garment from CLO 3D into other 3D software such as 3Ds Max, Simplygon, and Unreal Engine 4.26. I have posted images below for refence to the issue I'm facing. I get the same result each time I bring the model into each software, weather I export as OBJ or FBX(FBX results in other issues with the avatar's skin). Can some one tell me what I'm doing wrong, how to fix this directly in CLO 3D or in 3D's Max? I would really appreciate it. I believe it has to be an issue with the export in CLO as I get the same error across the board. (I converted all fabric to quad poly)

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Don't export thick As the UDIM is associated only with the thin welded garment objects. If you have too in your next application (eg: Max) apply a thickness modifier and keep the assembly of the items as non-destructive within your next CG worklfow, much better. I would also consider treating each assembled garment as an welded object item rather than all garments as one object, which cannot be welded as there will be obvious mesh manifold issues hence all your problems. So you need to break down your export and exchange workflow, such that it is appropriate for the next CG package - which you are not doing. It's upon you to make sure the elements (mesh) are saved suitable for the next application, which mean no export button is going to solve a knowledge issue between applications, so plan to do a little more research about welded objects as garment sub assembles and their relative UV's within the UDIM grid etc.
Hope that helps.
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