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Editing 3D Object Export Settings

  Note For information about how to access these settings, refer to Exporting the Garment as a 3D Object. For more information abo...

Updated over 2 weeks ago
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Note

Settings

A description of the settings follows. The image that follows may differ slightly, depending on the version you are using.

3dex-panel-2023_1.png

You can configure the settings for the exported 3D object as required, as detailed in the following table.

Note

Not all properties described below are supported by all available 3D formats. The properties that are displayed and available for selection depend on the chosen 3D format.

Label

Description

Description

1

3D Camera Views

3d-views.png

Use these settings to:

Select a Preset Camera View

  • Click the appropriate icon.

    3d-view-stndrd.png

    The view in the 3D window is adjusted.

Select a Previously Saved Custom View

  1. Click

    3d-custom.png

    . A menu is displayed listing previously saved custom views.

  2. Click the view you want to use. The view in the 3D window is adjusted.

Add a Custom View

  1. In the Preview window, use your mouse to adjust the view as required.

    Version 2022.2 and newer

    preview-window-2022.2.png
  2. Click

    3d-custom.png

    . A menu is displayed.

  3. Click Add 3D View. A text box is displayed.

  4. Type in the name for the view, and click OK. The view is available to be selected as a previously saved custom view.

3D Camera Views

3d-views.png

Use these settings to:

Select a Preset Camera View

  • Click the appropriate icon.

    3d-view-stndrd.png

    The view in the 3D window is adjusted.

Select a Previously Saved Custom View

  1. Click

    3d-custom.png

    . A menu is displayed listing previously saved custom views.

  2. Click the view you want to use. The view in the 3D window is adjusted.

Add a Custom View

  1. In the Preview window, use your mouse to adjust the view as required.

    Version 2022.2 and newer

    preview-window-2022.2.png
  2. Click

    3d-custom.png

    . A menu is displayed.

  3. Click Add 3D View. A text box is displayed.

  4. Type in the name for the view, and click OK. The view is available to be selected as a previously saved custom view.

2

Presets

  • Click

    dis-drpdown.png

    to display a list of saved export settings.

  • Click the name of the saved settings you wish to use.

For more information, refer to Saving Export Settings.

Presets

  • Click

    dis-drpdown.png

    to display a list of saved export settings.

  • Click the name of the saved settings you wish to use.

For more information, refer to Saving Export Settings.

3

3D Format

Click

dis-drpdown.png

to display the available types of file format for the exported 3D object. You may select one of the following:

  • Autodesk FBX (fbx) - For more information, refer to Editing 3D Object Export Settings.

  • Browzwear PBR FBX (fbx) - For more information, refer to PBR Support.

  • Browzwear 3D Object (bwo) - For more information, refer to BWO Viewer.

  • Datasmith (*.udatasmith) - Format for use with the Unreal Engine.

  • GLTF v2 (gltf) - For more information, refer to glTF Support.

  • OBJ (obj)

  • V-Ray Scene (vrscene)

Note

FBX Formats

  • Browzwear PBR FBX is a custom FBX format that includes PBR parameters and exports all PBR maps.

  • Autodesk FBX format supports only Phong Shading.

  • Rendering directly from VStitcher or Lotta to Blender requires no special preparation.

  • However, if you want to import a Browzwear PBR FBX file into other software, you need to write a script for the file to be read properly.

3D Format

Click

dis-drpdown.png

to display the available types of file format for the exported 3D object. You may select one of the following:

  • Autodesk FBX (fbx) - For more information, refer to Editing 3D Object Export Settings.

  • Browzwear PBR FBX (fbx) - For more information, refer to PBR Support.

  • Browzwear 3D Object (bwo) - For more information, refer to BWO Viewer.

  • Datasmith (*.udatasmith) - Format for use with the Unreal Engine.

  • GLTF v2 (gltf) - For more information, refer to glTF Support.

  • OBJ (obj)

  • V-Ray Scene (vrscene)

Note

FBX Formats

  • Browzwear PBR FBX is a custom FBX format that includes PBR parameters and exports all PBR maps.

  • Autodesk FBX format supports only Phong Shading.

  • Rendering directly from VStitcher or Lotta to Blender requires no special preparation.

  • However, if you want to import a Browzwear PBR FBX file into other software, you need to write a script for the file to be read properly.

4

Avatar

Select Include Avatar to include the avatar in the exported 3D object.

  • If selected, the avatar is displayed in the Preview window.

  • If cleared, the avatar is not displayed in the Preview window.

Avatar

Select Include Avatar to include the avatar in the exported 3D object.

  • If selected, the avatar is displayed in the Preview window.

  • If cleared, the avatar is not displayed in the Preview window.

5

Geometry

  • Garment Outside - always selected and read-only

  • Garment Inside - select to export the inside of the garment

  • Garment Thickness - select to export the thickness (if any) of the pattern pieces

  • Scale - select the appropriate scale from the available settings

  • Garment Details on Separated Pieces - select to export details (e.g. artwork, seams and 2D trims) as separate geometries with their own pixel resolutions.

Geometry

  • Garment Outside - always selected and read-only

  • Garment Inside - select to export the inside of the garment

  • Garment Thickness - select to export the thickness (if any) of the pattern pieces

  • Scale - select the appropriate scale from the available settings

  • Garment Details on Separated Pieces - select to export details (e.g. artwork, seams and 2D trims) as separate geometries with their own pixel resolutions.

6

Quads Topology

This feature provides the users with the option to export 3D garments with quads topology. Quads topology makes the process of defining and selecting areas easier for editing and simulating purposes.

Note that to use this feature, it is recommended to use garments with Enhanced Layer Blending enabled.

The following image shows the difference in garment grids when quads topology is enabled

quads-topology.png

Quads Topology

This feature provides the users with the option to export 3D garments with quads topology. Quads topology makes the process of defining and selecting areas easier for editing and simulating purposes.

Note that to use this feature, it is recommended to use garments with Enhanced Layer Blending enabled.

The following image shows the difference in garment grids when quads topology is enabled

quads-topology.png

Weld Stitches

This feature allows users to weld garment geometries in stitches from edge to edge into a unified object. When the garment is exported and edited on third party software it will stay intact and not break into multiple garment pieces, which saves time and effort when simulating a garment using different softwares. (This feature is available for garments only, it does not include avatar or accessories which would be exported as separate objects).

The following image shows garment behavior when weld is on/off

export-weld.gif

Weld Stitches

This feature allows users to weld garment geometries in stitches from edge to edge into a unified object. When the garment is exported and edited on third party software it will stay intact and not break into multiple garment pieces, which saves time and effort when simulating a garment using different softwares. (This feature is available for garments only, it does not include avatar or accessories which would be exported as separate objects).

The following image shows garment behavior when weld is on/off

export-weld.gif

7

Textures

  • Baked Textures - (formerly Layout UV) - select to bake all textures in the garment as a single texture. If selected, File Format property is enabled.

    • File Property - select either PNG or TIFF, or for glTF output, select either PNG or JPEG.

  • Original Textures (Tiled) - (formerly Native UV) - select to export the original VStitcher/Lotta textures. If selected, Embed Colors property is available for selection.

    Note 1: If your garment uses Enhanced Layer Blending, Original Textures is disabled. To use Original Textures you must first disable Enhanced Layer Blending.

    Note 2: If using a version older than 2021.1.1 and the chosen 3D format is GLTF v2 (gltf), Original Textures is disabled and cannot be enabled. In these older versions, this format only supports baked textures.

    Note 3: If using Datasmith (*.udatasmith), Original Textures (Tiled) is only enabled if the file has Enhanced Layer Blending turned off.

    • Embed Colors - select to have the color embedded in the texture image. If cleared, color is kept separate from the texture image.

  • DPI - DPI (resolution in dots per inch) to be used. The default is 150. The higher the DPI, the higher the resolution quality.

  • Pixels - only available when Single UV Layout For All Pieces is enabled

    The default value is derived from the DPI setting. By default, the width and height are dynamically linked.

    • Square (0-1), changing the width automatically sets the height to the same value, and the other way around.

    • Bounding Box (2D Window), changing the width automatically sets the height to the appropriate value required to maintain the aspect ratio of the bounding box, and the other way around.

8

UV

  • Single UV Layout Per Piece - select to create a single texture image for each pattern piece. If selected, Keep Proportions and Stretched are enabled.

    • Keep Proportions (0-1) - select to maintain image proportions, while filling as much of the display space as possible.

    • Stretched (0-1) - select to have the image stretched to fill the display space

    • Tiled Textures - selected by default when Original Textures (Tiled) is selected. Otherwise, disabled.

  • Single UV Layout For All Pieces - select to create a single texture image of all pieces grouped together. If selected, Square and Bounding Box are enabled.

    • Square (0-1) - if selected, the output is in a square and is not constrained by the bounding box of the 2D window. Note that the output layout, however, matches the layout in the 2D window.

    • Bounding Box (2D Window) - if selected, the output uses the bounding box of the 2D window. Note that the output layout matches the layout in the 2D window.

pack-uv.png

The Pack UV option provides the ability to use the 2D window grid space economically to achieve higher resolution when a 3D garment or object is exported. The pieces are considered to exist inside bounding boxes in the 2D window, then, considering the space each bounding box occupies, the pieces are packed together in a way that uses as less grid space as possible.

The following images show the different arrangement of pieces with and without economizing the 2D space. The images also show the difference in texture resolution as a result of using the Pack UV feature.

Not using the Pack UV feature:

pack-uv-off.png

Using the Pack UV feature:

pack-uv-on.png

UV

  • Single UV Layout Per Piece - select to create a single texture image for each pattern piece. If selected, Keep Proportions and Stretched are enabled.

    • Keep Proportions (0-1) - select to maintain image proportions, while filling as much of the display space as possible.

    • Stretched (0-1) - select to have the image stretched to fill the display space

    • Tiled Textures - selected by default when Original Textures (Tiled) is selected. Otherwise, disabled.

  • Single UV Layout For All Pieces - select to create a single texture image of all pieces grouped together. If selected, Square and Bounding Box are enabled.

    • Square (0-1) - if selected, the output is in a square and is not constrained by the bounding box of the 2D window. Note that the output layout, however, matches the layout in the 2D window.

    • Bounding Box (2D Window) - if selected, the output uses the bounding box of the 2D window. Note that the output layout matches the layout in the 2D window.

pack-uv.png

The Pack UV option provides the ability to use the 2D window grid space economically to achieve higher resolution when a 3D garment or object is exported. The pieces are considered to exist inside bounding boxes in the 2D window, then, considering the space each bounding box occupies, the pieces are packed together in a way that uses as less grid space as possible.

The following images show the different arrangement of pieces with and without economizing the 2D space. The images also show the difference in texture resolution as a result of using the Pack UV feature.

Not using the Pack UV feature:

pack-uv-off.png

Using the Pack UV feature:

pack-uv-on.png

9

FBX Settings

  • FBX Version - select the appropriate version which is compatible with your third-party 3D software from the available settings.

    • 2018

    • 2016/2017

    • 2014/2015 (default)

    • 2013

    • 2012

    • 2011

    • 2010 or lower

  • FBX Type - select the appropriate type from the available settings

    • Binary (default)

    • Ascii

FBX Settings

  • FBX Version - select the appropriate version which is compatible with your third-party 3D software from the available settings.

    • 2018

    • 2016/2017

    • 2014/2015 (default)

    • 2013

    • 2012

    • 2011

    • 2010 or lower

  • FBX Type - select the appropriate type from the available settings

    • Binary (default)

    • Ascii

10

Advanced Settings

Toggle

play-icon.png

to display the available settings.

3dex-advanced.png

Version 2024.2:

3dex-adv-2024.PNG
  • Up Axis - select Y or Z.

  • Use Material Names - selected by default. Adds the name of each pattern piece to the geometry exported in the file. If cleared, material names are not exported.

    Note: Disabled if either Single UV Layout Per Piece or Single UV Layout For All Pieces is selected.

  • Use Pattern Pieces Names - cleared by default. Select to add the name of each pattern piece to the geometry exported in the file. If cleared, piece names are not exported.

  • Convert BMP to PNG - select to convert BMP to PNG.

    Note: Disabled if either Single UV Layout Per Piece or Single UV Layout For All Pieces is selected.

  • Match garment to Imported Avatar - select to ensure that the exported garment will match the position, orientation and scale of the original avatar in its source application.

  • Zip Export - select to have the exported 3D object file in ZIP format.

Note: Click

reset3.PNG

to reset all the advanced settings to the default settings.

Advanced Settings

Toggle

play-icon.png

to display the available settings.

3dex-advanced.png

Version 2024.2:

3dex-adv-2024.PNG
  • Up Axis - select Y or Z.

  • Use Material Names - selected by default. Adds the name of each pattern piece to the geometry exported in the file. If cleared, material names are not exported.

    Note: Disabled if either Single UV Layout Per Piece or Single UV Layout For All Pieces is selected.

  • Use Pattern Pieces Names - cleared by default. Select to add the name of each pattern piece to the geometry exported in the file. If cleared, piece names are not exported.

  • Convert BMP to PNG - select to convert BMP to PNG.

    Note: Disabled if either Single UV Layout Per Piece or Single UV Layout For All Pieces is selected.

  • Match garment to Imported Avatar - select to ensure that the exported garment will match the position, orientation and scale of the original avatar in its source application.

  • Zip Export - select to have the exported 3D object file in ZIP format.

Note: Click

reset3.PNG

to reset all the advanced settings to the default settings.

11

Colorways

Select the colorways you want to include:

  • Click a colorway to select it, or

  • Click Select All to select all colorways.

Multipack (Combine into a Single File)

Only enabled when there are two or more colorways selected. Select to have the images for all colorways included in one file.

Colorways

Select the colorways you want to include:

  • Click a colorway to select it, or

  • Click Select All to select all colorways.

Multipack (Combine into a Single File)

Only enabled when there are two or more colorways selected. Select to have the images for all colorways included in one file.

12

GLTF Settings

Note: Only displays if 3D Format is GLTF.

  • GLTF Type

    This option is set to JSON (glTF) and is read-only.

  • Alpha Mode

    The alpha rendering mode determines the interpretation of the alpha value of the main factor and texture.

    Click

    dis-drpdown.png

    to display the available settings, then click to select the one you want to use.

    • OPAQUE - the alpha value is ignored and rendered output is fully opaque.

    • MASK - depending on the alpha value and alpha cutoff value, the rendered output is fully opaque or fully transparent.

    • BLEND - default value. The alpha value is used to composite the source and destination areas and the rendered output and background are combined using the normal painting operation.

    Note: You may need to experiment with the Alpha Mode setting to achieve the best results with the viewer you use.

  • PBR Model

    Click

    dis-drpdown.png

    to display the available settings, then click the PBR model you want to use.

    • Specular/Glossiness

    • Metallic/Roughness

  • Texture Compression

    Select the Texture Compression option to save a compressed file for less uploading time when rendering, without any noticeable change in the quality of the render results.

    Note that this option is only available for GLTF format.

GLTF Settings

Note: Only displays if 3D Format is GLTF.

  • GLTF Type

    This option is set to JSON (glTF) and is read-only.

  • Alpha Mode

    The alpha rendering mode determines the interpretation of the alpha value of the main factor and texture.

    Click

    dis-drpdown.png

    to display the available settings, then click to select the one you want to use.

    • OPAQUE - the alpha value is ignored and rendered output is fully opaque.

    • MASK - depending on the alpha value and alpha cutoff value, the rendered output is fully opaque or fully transparent.

    • BLEND - default value. The alpha value is used to composite the source and destination areas and the rendered output and background are combined using the normal painting operation.

    Note: You may need to experiment with the Alpha Mode setting to achieve the best results with the viewer you use.

  • PBR Model

    Click

    dis-drpdown.png

    to display the available settings, then click the PBR model you want to use.

    • Specular/Glossiness

    • Metallic/Roughness

  • Texture Compression

    Select the Texture Compression option to save a compressed file for less uploading time when rendering, without any noticeable change in the quality of the render results.

    Note that this option is only available for GLTF format.

For additional information, expand the following:

Exported Maps

When exporting a 3D object using Autodesk FBX (fbx) or OBJ (obj), the following maps are exported:

  • Diffuse

  • Specular

  • Normal

  • Displacement

When exporting a 3D object using Browzwear PBR FBX (fbx) or V-Ray Scene (vrscene), the following maps are exported:

  • Diffuse (alpha included)

  • Specular

  • Roughness

  • Normal

  • Displacement

  • Metalness

  • Subsurface

  • Specular

  • Sheen intensity

  • Sheen tint

  • Clear coat

  • Clear coat roughness

Layout UV and Native UV

This setting determines how 2D textures are applied on to a 3D object. The following information is a general guide to help you choose the correct format.

Native UV

Using this setting maintains the same texture and geometry structure of the original. For example, it separates out seams, thickness, and fabrics to different layers, and uses tiling for texture images. This setting exports what you see in VStitcher or Lotta. It includes a substantial amount of pieces, elements, and so on.

Use of this setting is typically best for automation, or analysis of data.

Layout UV

Using this setting generates a simplified structure without layering. Textures are created whole without tiling.

Use of this setting is typically best for games and animation in other systems.

Naming Conventions

There are different naming conventions for Layout and Native UV.

Layout UV

When exporting a 3D object as FBX/OBJ with Layout UV, certain naming standards are applied.

Material Maps

The following file suffixes are used for the different material maps:

  • PBR FBX

    • Diffuse: _basecolor

    • Specular: _specular

    • Roughness: _roughness

    • Normal: _normal

    • Displacement: _displacement

    • Metalness: _metalness

    • Subsurface: _subsurface

  • Autodesk FBX

    • Diffuse: _basecolor

    • Specular: _specular

    • Normal: _normal

For example: jeans_normal.

Geometries

The following file prefixes are used for the different geometries:

  • Outside: outside_

  • Inside: inside_

  • Thickness: thickness_

For example: outside_piecename_pieceID.

Native UV

When exporting a 3D object as FBX/OBJ with Native UV, the following standard naming convention format is applied:

  • <Material type>_<Material name>_<Piece name>_<Piece ID>_<Identifier>_<Location>

For example, a front piece of a pair of pants might have the following geometries:

  • Fabric_Denim_PantsFront_5_1_Outside

  • Fabric_Denim_PantsFront_5_2_Inside

  • Fabric_Denim_PantsFront_5_3_Thickness

For details of each of the parts of the naming convention, refer to the following sections.

Note

You can configure the naming convention format in the Export 3D Object Advanced Settings.

  • <Material name> is only included when you select Use Material Names.

  • <Piece name> and <Piece ID> are only included when you select Use Pattern Piece Names.

For more information, refer to Settings.

Material Type

The material type is one of the following:

  • 3D Trim

  • Attachment

  • Design (see following note)

  • Edge

  • Piece

Note

Design includes those elements formerly labelled Overlay, including Lotta artworks, closed cut marks, intersection files and internal lines, all of which are exported in one layer.

Material Name

The name of the material in VStitcher. For example, Denim.

Note

Reminder: Only included when you select Use Material Names in Export 3D Object Advanced Settings.

Piece Name

The name of the piece or attachment as displayed in the 2D window. For example, PantsFront.

Note

Reminder: Only included when you select Use Pattern Piece Names in Export 3D Object Advanced Settings.

Piece ID

The ID of the piece as displayed in VStitcher. For example, 5.

Note

Reminder: Only included when you select Use Pattern Piece Names in Export 3D Object Advanced Settings.

Identifier

A unique numerical identifier to differentiate between geometries that have the same name as one another.

Location

Where the element is located on the garment. One of the following:

  • Outside

  • Inside

  • Thickness

For example, Outside refers to the outside of the garment and Thickness refers to the thickness of the material.

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