BASIC WINTER CAPS / clo 3d zprj projects + obj mesh
CLO 3D / Marvelous Designer native ZPRJ info:
• Software: CLO 3D v2024.1.112
• Simulation mode: CPU (default)
• Avatar: Headform by CLO 3D team, hairless, earless, 550 mm head size, 1 mm skin offset
• Clothing geometry: quads, raw highpoly, 5 mm particle distance
• Retopology or auto-remesh: no
• Decorative details geometry (buckle, buttons): tris, highpoly
• Topstitch: tris mesh, highpoly (can be changed to texture)
• Textures: default CLO 3D library, 3D seamlines in normal map, fur rendering preset (only in .zpac)
• Colorways: 2
• Saved with avatar
* the default MV2 avatar can be used; however, please note that the ears will protrude after simulation
OBJ mesh export info:
• Avatar: removed
• Rigged: no
• Scale: cm, 100%, moved to ground center
• Topstitch: no
• Textures: 3D seamlines in normal map only
• Geometry: quads/tris, single object, thin unweld only
• Polycount: faces = 12,287; vertices = 8,958
• Retopology or auto-remesh: no
• Unwrapped UVs: 4096x4096, non-overlapping
• UV Maps: diffuse, normal
• UV fill texture seams: 5 px
• Colorway: white
If you have any questions or suggestions, feel free to reach out to me! I’ll be happy to
assist you and respond as quickly as possible. I would also greatly appreciate your feedback,
BASIC WINTER CAPS / clo 3d zprj projects + obj mesh
BASIC WINTER CAPS / clo 3d zprj projects + obj mesh
CLO 3D / Marvelous Designer native ZPRJ info:
• Software: CLO 3D v2024.1.112
• Simulation mode: CPU (default)
• Avatar: Headform by CLO 3D team, hairless, earless, 550 mm head size, 1 mm skin offset
• Clothing geometry: quads, raw highpoly, 5 mm particle distance
• Retopology or auto-remesh: no
• Decorative details geometry (buckle, buttons): tris, highpoly
• Topstitch: tris mesh, highpoly (can be changed to texture)
• Textures: default CLO 3D library, 3D seamlines in normal map, fur rendering preset (only in .zpac)
• Colorways: 2
• Saved with avatar
* the default MV2 avatar can be used; however, please note that the ears will protrude after simulation
OBJ mesh export info:
• Avatar: removed
• Rigged: no
• Scale: cm, 100%, moved to ground center
• Topstitch: no
• Textures: 3D seamlines in normal map only
• Geometry: quads/tris, single object, thin unweld only
• Polycount: faces = 12,287; vertices = 8,958
• Retopology or auto-remesh: no
• Unwrapped UVs: 4096x4096, non-overlapping
• UV Maps: diffuse, normal
• UV fill texture seams: 5 px
• Colorway: white
If you have any questions or suggestions, feel free to reach out to me! I’ll be happy to
assist you and respond as quickly as possible. I would also greatly appreciate your feedback,