The following workflow visualises the steps needed in CLO3D to ensure the exported files adhere to our Content Service input specifications. There are two paths with similar steps to produce the necessary data. In the next section the steps for the two paths (2D Output, 3D Output) are explained in detail.

2D Output

1. Audit

Intersections, hard edges or any other issues need to be fixed with new iterations of simulation using the appropriate toolset (mesh tool (lasso, box, brush), pins, tack, move tool, etc.) until everything looks sound.

2. Simulate on Mannequin

If the used avatar is already posed in an a-pose, render the front and back views. To do so, please follow the instructions in step 2.2. If not, please use the RR mannequins as described in step 2.1.

2.1. Load RR Mannequin

The RR mannequins have average body proportions and are posed in a neutral and slight A-pose to provide a neutral shape for the resulting fitted and simulated garment. Use the below links to download the RR mannequins.

Female RR Mannequin (download)

Male RR Mannequin (download)

Body Height:

178,8cm

Body Height:

181,3cm

Chest Circumference:

88,7cm

Chest Circumference:

92,9cm

Waist Circumference:

68,5cm

Waist Circumference:

74,2cm

Hip Circumference:

95,8cm

Hip Circumference:

95cm

Arm Length:

58,5cm

Arm Length:

62cm

To use the RR Mannequins, please follow the steps below:

→ delete the present avatar in the .zprj
→ import the respective RR mannequin (File Import (Add) → OBJ) with the following settings:

→ position the pattern pieces around the shape of the RR mannequin
→ simulate and check the result for self-intersections or intersections with other patterns like buttons and trims or hard edges and fix them with new iterations of simulation using the appropriate toolset(mesh tool (lasso, box, brush), pins, tack, move tool, etc.) until everything looks sound.

2.2. Render out Frontal + Back Images

→ use the RR HDRi file to match the light conditions of the RR Avatars. Don’t forget to check and adapt the Light Intensity (1 for bright garments, up to 1,5 for dark garments)

If you are using your brand's own avatars, please check back with your contact at Reactive Reality in order to get the right light settings for matching your target avatars.

→ please zoom in as much as possible while keeping the whole garment still visible. (hotkey “2” & “8”)
→ use these settings in the Image/Video Properties for rendering out the frontal and back view of the garment named accordingly (_frontal & _back):

Depending on if there are multiple colors choose either Current or All in the Colorway section. Please make sure to name the different renderings according to the SKUs.

3D Output

1. Audit

Intersections, hard edges or any other issues need to be fixed with new iterations of simulation using the appropriate toolset (mesh tool (lasso, box, brush), pins, tack, move tool, etc.) until everything looks sound.

2. Simulate on RR Mannequin

use the following link to download the RR mannequins: THE LINK WILL BE AVAILABLE SOON

  • Female

  • Male

→ delete the present avatar in the .zprj
→ import the respective RR mannequin (File Import (Add) → OBJ) with the following settings:

→ position the pattern pieces around the shape of the RR mannequin
→ simulate and check the result for self-intersections or intersections with other patterns like buttons and trims or hard edges and fix them with new iterations of simulation using the appropriate toolset(mesh tool (lasso, box, brush), pins, tack, move tool, etc.) until everything looks sound.

3. Optimize Mesh

→ adjust the Particle Distance, Collision Thickness and Skin Offset to achieve a lower, but still good looking mesh density

Aim for a particle distance of 15. (check if the Low-Res Garment settings are already sufficient)

This might not be applicable for all pattern pieces and areas of the garment. For the sake of detail and realism use

  1. a lower particle distance or

  2. for larger pattern pieces use the mesh brush to achieve a detailed and realistic look in areas of ruffles, gatherings, wrinkles etc.

This is inevitable for a good performance in the subsequent steps and for the final asset in the various use-cases.

4. Simulate + Audit

→ simulate and check the result for self-intersections or intersections with other patterns like buttons and trims or hard edges and fix them with new iterations of simulation using the appropriate toolset(mesh tool (lasso, box, brush), pins, tack, move tool, etc.) until everything looks sound.

Make sure to finally simulate in mode Fitting(Accurate Fabric). Ensure that the simulation is really finished and the garment stopped moving. This is crucial for all subsequent steps.

5. Nest UV + Export UVs + Save .zprj

→ the pattern pieces in the UV should be nested in a space-saving and sensible manner in only 1 tile with a bleeding of 64px. Make sure there are no overlaps.

please change all topstitches from “OBJ” to “Texture”!

→ bake the textures with the following settings using the Bake Textures Functionality of the UV Editor:

Finally please save the .zprj file with the just exported respective textures in a folder and hand it over to a CPO at RR for further processing.

Troubleshooting

If this description is insufficient, you need further explanation or you run into problems, please contact your contact at Reactive Reality.