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Clo 3D to Blender without animation

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  • ottoline

    To get the exact same look for a CLO3D garment in Blender (BL) you need to export a thin mesh and use a thickness modifier in blender to bring that thin mesh back out to the same render thickness you have set in CLO3D. It can be a simple drag and drop modifier stack in blender to achieve this but you do need knowledge on how to do this within blender.

     

    For the materials you need to set your UV patterns inside CLO3D in the UV workspace, and assign texture maps > when you export (unified) these will provide the UV atlas for the textures on the patterns > in CLO3D you can choose to bake down the the normal and other maps. Then in blender you need to create a new PBR material node graph that allows you to place these diffuse, normal, spec, displacement, albedo, gloss etc into the correct blender PBR channels. This relatively easy to do. However if you also have rear and edge textures in BL you need to assign these within the materials stack and make sure when you export your texture atlas maps from CLO3D that you include these. For example a rear UV diffuse may differ from a front UV diffuse map texture.

     

    Other than that it's pretty standard stuff. You can get almost 100% identical results in Blender including the exact thickness and all seam normals perfectly placed from a thin mesh. I do this all the time, and have it as drag and drop from a bridge I wrote in python.

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