![]() ![]() Use the manual UV edit tool to drag a UV grid to encompass your patterns > save out selected object patterns > unified > at 2048px with 5mm bleed. You can still do this from CLO3D however it just adds in some additional UV exporting and is not as convenient as MD with UDIM.Īssign your materials and decide on your UV set layouts > In this example below both textures are on the one UV set at a UV map image scale of 2048px x 2048px. MD did not have UDIM for many years, yet people coped. However CLO3D can assign many fabrics to a model at particle mesh density, so in that respect you can create separate materials with varying texel scales of tiled image maps. CLO3D cannot do this at the single map level like MD. Yet all patterns in the assembly are the same scale > with UDIM the UV maps might serve a higher quality image into the model over a smaller area. if you have basic patterns that are simply woven fabric, that might use a simple texture repeat, but then the edge trim might be a lace that requires a higher quality pixel density. In clothing this can be important as well. For example in gaming the face, eyes, hands and mouth might require a close up shot and more textural detailing relative to a densely packed UV of arms, legs, torso - generally covered. This becomes important for areas where higher detail may be required. UDIM is often used to allow unwrapped mesh with their respective UV's to be placed at varying scale suitable for texture painting workflows and LOD (Level of detail). The single UV map therefore does not allow you to scale the UV map for any one garment assembly to a different pixel ratio for a single fabric or image map texture. CLO3D uses a single defined UV map that you set relative to your 2D patterns as they are laid out in the drafting window space. ![]()
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