For details about files, formats, and more, expand the following:
The following file formats are supported:
Imported FBX objects typically have a diffuse color of white in VStitcher.
Imported OBJ objects typically have a diffuse color of black in VStitcher. A diffuse color of black hides textures. Accordingly, you should change the diffuse color to something lighter to show the textures.
There may be some variation, depending on the software used to create the 3D object.
VStitcher and Lotta support multi-colored 3D objects in these formats. For more information, refer to Multicolored 3D Objects.
The following file formats for the texture of the 3D object are supported:
It is not mandatory to have texture in a 3D object, but a 3D object with texture displays better.
Important: Editing or replacing textures for a multi-colored 3D object is currently not possible within VStitcher or Lotta.
2019 April Edition and Newer
VStitcher and Lotta now use PBR, allowing for an increase in the number of material maps beyond diffuse, specular, and normal, such as specular tint, roughness, sheen, subsurface, and more. Details of the maps are shown in the Context view for each material type. For more information on PBR, refer to PBR Support.
VStitcher 8.0 and Older, Lotta 4.0 and Older
Earlier versions of VStitcher and Lotta use Phong shading and can display layers of diffuse (transparency included), specular, and normal.
Each layer can contain a texture map and color.
Bump maps (grayscale) are not supported.
VStitcher and Lotta use real world dimensions, therefore it is highly recommended to prepare external assets the same size as their real world size.
In order to import any 3D trim with proper orientation, when preparing the trim in external software, you must ensure that the front face of the trim is parallel to the Y axis.
For example, if the trim is a button, you must ensure that the face of the button is looking up towards the top of the screen as seen by the viewer.
For example, if the trim is a zipper, you must ensure that the face of the zipper is looking up towards the top of the screen as seen by the viewer.
VStitcher and Lotta use a number of connecting points or lines that define the way the imported 3D objects connected to the garment. Two connectors are automatically assigned when you import the object and set its orientation.
You can use VStitcher and Lotta to edit the colors of a 3D object. You must use third-party software to edit the textures of a 3D object before importing the object.
VStitcher 7.8/Lotta 3.8 introduced a new UI that enables control over the different colors of different materials found on a 3D trim. Each material can be individually edited in its diffuse color, specular color, specular spread and normal depth. However, in VStitcher you cannot edit or replace textures for a multi-colored 3D object.
In VStitcher 7.6/Lotta 3.6, you could see the different materials only on the 3D display, including their specular and normal map, but you could not control the different colors.
VStitcher and Lotta read the imported file and detects which materials are assigned on the different geometries. The name of the assigned material is displayed in the VStitcher or Lotta material editor. It is recommended to use distinctive names for materials so they can easily be identified and distinguished in VStitcher and Lotta.
In general, it is recommended to:
Create objects the same size as in real life.
Apply freeze transformation before exporting objects from any external 3D application. Freeze transformation is a common function found in any 3D app which resets all transformation values, but keeps the object in place.
If you want to import a 3D object that is a single object, such as a button, you should apply freeze transformation to keep the size (scale) as expected.
If you want to import a 3D object that consists of multiple objects, such as a zipper puller and drawcord, you should apply freeze transformation to maintain the position and rotation among the multiple objects.