Note
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For information about how to access these settings, refer to Exporting the Garment as a 3D Object.
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For more information about exporting for use in third-party software, refer to Exporting to Maya or Cinema 4D.
Settings
A description of the settings follows. The image that follows may differ slightly, depending on the version you are using.
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 |
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1 |
3D Camera Views Use these settings to: Select a Preset Camera View
Select a Previously Saved Custom View
Add a Custom View
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2 |
Presets
For more information, refer to Saving Export Settings. |
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3 |
Click to display the available types of file format for the exported 3D object. You may select one of the following:
NoteFBX Formats
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4 |
Avatar Select Include Avatar to include the avatar in the exported 3D object.
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5 |
Geometry
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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 |
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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 |
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7 |
Textures
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8 |
UV
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: Using the Pack UV feature: |
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9 |
FBX Settings
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10 |
Advanced Settings Toggle to display the available settings. Version 2024.2:
Note: Click to reset all the advanced settings to the default settings. |
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11 |
Colorways Select the colorways you want to include:
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. |
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12 |
Note: Only displays if 3D Format is GLTF.
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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:
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Diffuse
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Specular
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Normal
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Displacement
When exporting a 3D object using Browzwear PBR FBX (fbx) or V-Ray Scene (vrscene), the following maps are exported:
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Diffuse (alpha included)
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Specular
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Roughness
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Normal
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Displacement
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Metalness
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Subsurface
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Specular
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Sheen intensity
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Sheen tint
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Clear coat
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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:
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PBR FBX
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Diffuse: _basecolor
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Specular: _specular
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Roughness: _roughness
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Normal: _normal
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Displacement: _displacement
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Metalness: _metalness
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Subsurface: _subsurface
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Autodesk FBX
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Diffuse: _basecolor
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Specular: _specular
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Normal: _normal
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For example: jeans_normal.
Geometries
The following file prefixes are used for the different geometries:
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Outside: outside_
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Inside: inside_
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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:
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<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:
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Fabric_Denim_PantsFront_5_1_Outside
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Fabric_Denim_PantsFront_5_2_Inside
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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.
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<Material name> is only included when you select Use Material Names.
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<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:
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3D Trim
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Attachment
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Design (see following note)
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Edge
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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:
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Outside
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Inside
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Thickness
For example, Outside refers to the outside of the garment and Thickness refers to the thickness of the material.
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