UV Problem for garment edges 2
Good day,
Please, I beg you to fix this bug.
Here you can found all explanation. It was 4 years ago, but we continue to have this problem today. https://support.clo3d.com/hc/es/community/posts/360051752633-UV-Problem-for-garment-edges
Sometimes we create backpacks, bags, shoes and so on. We need to have UV maps with correct edges for garment (thickness) like Style3D.
This problem is one of the main problems for using models in games and cinematics. We can't use such UV maps because it is an artifact!
I really hope you understand me and try to solve this problem. I would really like to continue using your software. I love it. I constantly create animations with clothes and work with format - alembic. I can't use modifiers. I just ought to change my UV or have this problem
Best regards,
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Hi Dongla,
Just tested it and Fill Texture Seams is working fine, could you explain if and why it doesn't solve the issue you are encountering?
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This problem still exists inspite of this question is written 4 years ago((
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Look at here, please. It's correct super UV. We need high quality UV edges
Clo3D has wrong! UV edges. Please, look at this image. You can see bad texture at the edges
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Hi Dongla
It looks like you do not have a current CLO subscription. Can you please let us know what user ID you currently have that is attached to your CLO subscription?
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3dongla@gmail.com my account
It doesn't solve the problem with the wrong UV edges. It's the last version 2024.0.200 (r48127). I hope you understand that this problem is not in my project, but in the program itself. And I hope you understand the essence of the problem and why I write you. If you don't understand the problem, then, unfortunately, I can't explain it better. In this theme the explanation is made as simple and easy as possible https://support.clo3d.com/hc/es/community/posts/360051752633-UV-Problem-for-garment-edges
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Hi Dongla,
A pattern piece in CLO with thickness applied has only a fake thick appearance. The mesh view reveals that the pattern piece remains as a flat "sheet" of mesh:
When thickness is applied, on the fabric front, the texture will wrap around the edges seamlessly:
The view you have screenshot above is the back view, same as here:
When exporting a CLO project as an OBJ (or similar) and then importing into 3rd party software like in the screenshots from Blender above, the new file, in opposite to the pattern pieces with faked thickness, has an actually formed/modelled mesh. This is why I asked above about the Fill Texture Seams option in the UV Editor. If you export your project, but then additionally bake and save textures in the UV Editor and apply those in Blender, is it still not possible to gain the desired result? In order to report a feature request, we have to give as much information as possible, if there is a known workaround, and in what instance it would be necessary to have a fabric so thick that the side causes issues, and why a back view like this would be necessary. In real life, with the polkadot example, it would also be unlikely to wrap this print around seamlessly.
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Developers were able to make the UV thickness of the edges in the program Style3D correctly. It means it's possible to make the correct thickness edges in the Clo3D. I contact you not to help me at this moment. This is impossible as the problem is in the program Clo3D. I contacted you to help to fix it in the future updates. Of course, if you can help in any way with it. I would like you to understand the essence of the problem. This is a serious problem as we can't use Clo3d for orders. We create bags, shoes, accessories in Clo3d (thickness is often required at this case) and this thickness must be correct for export (Obj, Fbx, Alembic! and so on). Otherwise, the Clo3d becomes useless, since we are forced to remake UVs. It's very important to have correct UV and I absolutely don't want to use Style3d just because they have correct thickness edges. I like this Clo3d and Marvelous designer and it's more relevant for orders.
If I need to go somewhere else, please let me know where I can go with this problem. I would like the program developers to fix this problem in future updates.
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If you export your project, but then additionally bake and save textures in the UV Editor and apply those in Blender, is it still not possible to gain the desired result?
No(
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Hi Dongla,
We assume from your descriptions that you are an enterprise user. If this is the case, please have your company reach out to their CLO representative directly about submitting the feature request.
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