Creating a 3D Trim Library
This section includes information and recommendations about creating a 3D trim library. It includes:
File Format
The recommended format for importing textured 3D trims into VStitcher is FBX.
FBX files transfer Phong based material more easily and accurately into VStitcher compared to the OBJ format. Once imported, the Phong material is translated automatically into a PBR shader for use in Browzwear applications.
Using FBX ensures that multiple materials assigned to a single or multiple objects are imported successfully.
Geometry
The recommended geometry to use is either polygon quads or triangles, or both.
UV Mapping
Before importing a 3D mesh into VStitcher, it is important to make sure that it has proper UV mapping. UVs are vital because they provide the link between a surface mesh and how an image texture is applied onto that surface.
A proper UV mapping consists of UV sections that do not overlap each other.
Here are a couple of illustrated examples.
Good UV |
Bad UV |
The image on the left shows a good UV layout with no overlapping UV sections. The image on the right shows a few overlapping UV sections resulting in non-continuous texture mapping. |
Good UV |
Bad UV |
This is how a button looks in VStitcher with a good UV layout and a bad UV layout. |
Textures
It is recommended to check the appearance of objects using different lighting. For example, go from Studio Soft to Essential and review the appearance.
If adjusting the Intensity value for any maps, avoid numbers like 0.098 or 0.457. Instead round up to 0.5, 0.1, and similar.
Diffuse Map
Always use a diffuse map.
For a scalable workflow, it's recommended to desaturate the diffuse map and use overlay material blending.
If the 3D trim’s texture cannot be desaturated (for example, if it’s a multi-colored texture) ensure you have no color blended with the texture by using a mid-gray color (rgb: 128, 128, 128) with overlay material blending or white (rgb: 255, 255, 255) for multiply color blending.
Reflection
Set a specular value - usually in the range 0.1-1.0. Use values above 1 only for special cases where the 3D trim is semi-transparent.
It is recommended to use a specular map or a roughness map or both.
When a metalness map or a metalness value is in use, consider switching the specular to zero for a complete metallic look.
Depth
Use a normal map and a displacement map.
Naming
It is recommended to use clear descriptive names for the 3D trim file. For example, Flat Button 4 Holes.FBX.
When creating 3D trims with multiple objects and multiple materials, also ensure you use descriptive names for assigned materials as these are displayed in the Context view.
The following image shows an example of material names - Button, Thread1, and Thread2 - being exposed.
Importing to VStitcher
To import the 3D trim object into VStitcher:
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If the Materials tab is not already open, on the Resources tabs, click Materials.
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If not already open, click the Garment tab.
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Go to the Trims section.
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In the Trims section, click . A menu is displayed.
Click Add Piece Assignable Trim. A file explorer window is displayed.
Navigate to the location of the trim file, and select it.
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Click Open.
If you selected a 3D trim object file, the Customize 3D Object dialog box is displayed.
Adjust the Vertical and Facing settings until the view is set as the face of the object.
Click OK. The trim is added to the Trims section.
For more information about importing, refer to How to Import a 3D Trim Object.
Editing 3D Trims in VStitcher
If you want to adjust the general orientation of a 3D trim in VStitcher:
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If the Materials tab is not already open, on the Resources tabs, click Materials.
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If not already open, click the Garment tab.
Go to the Trims section and click the trim.
In the Context view, under 3D Trim, click the thumbnail. The Customize 3D Object pane is displayed.
Adjust the Vertical and Facing settings until the view is set as the face of the object.
Adjust Units as required.
It is recommended that Mirror is selected.
Click OK.
When editing the trim object, check Color Blending. It is recommended to use Overlay with a medium gray color - RGB: 128, 128, 128.
For more information, refer to Editing 3D Trim Texture Maps.
Connectors
Connectors can be generated in VStitcher or Lotta, or generated in external third-party software.
In VStitcher and Lotta, connectors are used to attach a 3D trim to the fabric. The connector is automatically added when assigning 3D trim onto a garment piece. There is an option to generate new dot locators or line locators from the 3D object editor and an option to delete the auto-generated connectors.
Connectors generated in VStitcher or Lotta are shown as gray spheres.
The following image shows an example of connectors manually added to a zipper stopper.
The following image shows an example of connectors manually added to a button.
VStitcher and Lotta can read and assign connectors created in external 3D applications. Externally created connectors are useful when connectors need to be placed inside the object on an area that is hard to reach with navigation, or when there is no actual geometry to snap to.
To create recognizable connectors:
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In the external application, put locators (or any other null objects) next to the object, where required.
These connectors do not have to be snapped to a vertex. They can be placed somewhere next to the 3D object geometry. Name the locators DotStitch01, DotStitch02, DotStitch03, and so on.
Do not use Freeze Transformation on locators.
Locators imported into VStitcher are converted to connectors.
The following image shows an example of locators added in Maya in between sections of the geometry.
The following image shows an example of locators converted to connectors. The Imported connectors are shown as semi-transparent red spheres.
Physics
For the best results when using 3D trim, it is essential that the object physics are accurate.
For more information, refer to Editing 3D Trim Texture Maps.
Exporting as U3M
After you have finished editing the trim in VStitcher, you may export it as a U3M file.
You can export the whole file as U3M. Simply delete any part that is not the trim.
Or you may export each file as a U3M file one by one. To do so:
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If the Materials tab is not already open, on the Resources tabs, click Materials.
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If not already open, click the Garment tab.
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Go to the Trims section.
Hover over the trim thumbnail you want to export until is displayed. Click . A menu is displayed.
Click Export as U3M. A file explorer window is displayed for you to navigate to and select the folder where the file is to be exported.
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