The following workflow visualizes 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 sections below, the steps for the two paths (2D Output, 3D Output) are explained in detail.

Avatars

All CLO3D garments need to be fitted and simulated on an appropriate avatar, that is known to Reactive Reality, and that is stored within the .zprj file of each garment. Within these files, the avatars should be standing in a-pose. The avatar must have the same size as the garment size, which should be the base size, the garment was designed in.

RR Avatars

In case you don’t have appropriate avatars, we can provide you with male and female “RR Mannequin” avatars, that you can import into your .zprj files to fit and simulate your CAD garments on within CLO3D, to get the best possible output for downstream processing according to our specifications, including appropriate output for our 2D Virtual Photography use case.

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 / 5’10 / 70,4 in

Body Height:

181,3cm / 5’11.26 / 71,4 in

Chest Circumference:

88,7cm / 34,9 in

Chest Circumference:

92,9cm / 36,6 in

Waist Circumference:

68,5cm / 27 in

Waist Circumference:

74,2cm / 29,2 in

Hip Circumference:

95,8cm / 37,7 in

Hip Circumference:

95cm / 37,4 in

Arm Length:

58,5cm / 23 in

Arm Length:

62cm / 24,4 in

The expandable section below describes how to import the RR Avatars into your .zprj files

RR Avatar Import Process

To use the RR Avatars, 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:

Custom Avatars

Alternatively to using the RR Avatars, you can choose to provide us your .zprj garment files and generated output based on the avatar files you have used in the design process of your garments.

In this case, please provide the avatar or avatars you are intending to use for your selection of garments beforehand in an .zprj file (single avatar per file) and in addition in either .avt or .obj format prior to the garment datasets. Please note that we need charge per avatar import.

2D Output

1. Check fit on avatar and simulate on avatar

→ position the pattern pieces around the shape of the avatar
→ 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, tack, freeze, solidify, ..., etc) until everything looks sound.

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. Check fit on avatar and simulate on avatar

→ position the pattern pieces around the shape of the avatar
→ 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, freeze, solidify, ... etc) until everything looks sound.

2. 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 of the garment. For the sake of detail and realism use a lower particle distance of up to ~5 for delicate pattern pieces like tied bows, straps, bands, smaller or thinner pieces.

Different pattern pieces may therefore have different particle distances, but each pattern piece should not have different areas with varying resolutions.

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

3. Simulate on avatar and check mesh quality

→ 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.

If necessary, modify the adjustments done in step 2, simulate and check again and repeat this process until you are satisfied with the results.

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.

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 reach out to your contact at Reactive Reality.