Inquiry Regarding Missing UV Representation for Pattern Thickness in CLO
Hello,
I have a question regarding the side mesh UV of patterns expressed with thickness. I found a post in the Q&A section where someone seems to have experienced a similar issue.
( https://support.clo3d.com/hc/en-us/community/posts/32198116255641-UV-Problem-for-garment-edges-2 )
However, I couldn't find if their issue was resolved, so I'm leaving my inquiry here to ask if there is a solution.
I’m creating garments in CLO and then using programs like Substance Painter to create texture maps. Afterward, I bring the textures back into CLO and apply them. Everything works smoothly, except for the side portions of the pattern, where the texture gets stretched and applied incorrectly.
I believe the issue stems from the fact that the side portions created with thickness aren't represented by UVs. However, in the CLO program, it's possible to apply textures to the side portions, which implies that there are UVs assigned to the sides created by thickness. But why are these UVs missing when using the UV editor?
If the sides created with thickness were represented in CLO's UVs, this issue would likely be resolved. Is this a feature that hasn't been implemented yet?
When I export garments created in CLO to other programs like Blender or Cinema4D, the sides created with thickness do have UVs. However, those UVs aren't unwrapped as polygons but appear as simple lines. Unwrapping these lines into usable UVs allows me to work on textures in other programs, but the texture isn't compatible with CLO due to differences in how the UVs for the sides are represented.
If the sides created with thickness were expressed as UVs from the start, I wouldn't have to go through the process of unwrapping the side UVs for texture work in other programs. Why doesn’t CLO generate UVs for the sides?
It seems like the previous user (https://support.clo3d.com/hc/en-us/community/posts/32198116255641-UV-Problem-for-garment-edges-2) also asked about this, but has there been any resolution to this issue?
Thank you.
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Hi biztory2,
Unfortunately, the other user never came back with the info we asked for, so there hasn't been any development. Could you provide us with an example where the fabric is so thick that this will cause noticeable issues? Thank you.
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As you can see in the screenshot, when you look at the red box in example 1, the texture applied to the side part created by adding thickness is stretched when a texture from an external program like Substance Painter is used.
When you import a file created in CLO into other programs like Blender or Cinema4D, as shown in the screenshot, you can see the UV for the side part, but it's only represented as lines rather than polygons, as demonstrated in the captured image.
You can unwrap the UV for the side part, as shown in the screenshot, and texture it, but the texture created this way can only be used in other programs where the unwrapped UV is supported. It can't be used in CLO, as I mentioned earlier, because the UV for the side part created with thickness doesn't appear in CLO's UV map.
Originally, the texture is supposed to cover the side part of the pattern as well, but that's not happening in this case.
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In other programs similar to CLO, the mesh of the side part created by adding thickness to the pattern is also reflected in the UV map, as shown in the screenshot.
However, in CLO, even when thickness is set to 10, as shown in the screenshot, the mesh of the side part is not reflected at all in the UV map.
Due to this issue, when garments made in CLO are textured in other programs, those textures can't be used in CLO.
It seems like this problem could be solved if CLO allowed the side part created with thickness to be represented in the UV map. Is this still a challenge to implement?
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Hi biztory2,
Please excuse the late reply and thank you for sharing your insight. We have referred the information to development. We cannot give timelines for development processes, however, we will return if there's any news or additional questions.
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