OVERSIZED SWEATER / zprj obj fbx highpoly
CLO 3D / Marvelous Designer native ZPRJ info:
• Simulation mode: CPU (default)
• Avatar: default MV2 (Thomas), 3 mm skin offset
• Pose: "mv2_03_attention" pose + "mv2_hand_natural_1" hand pose
• Clothing geometry: quads, raw highpoly, 5 mm particle distance
• Retopology or auto-remesh: no
• Textures: default CLO 3D library, 3D seamlines in normal map, fur rendering preset (only in .zprj)
• Colorway: black & white
• Decorative shirt parts + print reference
• Saved with avatar
OBJ and FBX export info:
• Avatar: removed
• Pose: "mv2_03_attention" pose + "mv2_hand_natural_1" hand pose
• Rigged: no
• Scale: cm, 100%, moved to ground center
• OBJ geometry: quads, single object, thin unweld + thin weld (2 separate versions)
• FBX geometry: quads, single object, thick unweld only
• OBJ polycount: faces = 125,015; vertices = 124,326
• FBX Polycount: faces = 309,876; vertices = 318,641
• Retopology or auto-remesh: no
• Unwrapped UVs: 4096x4096, non-overlapping
• UV Maps: diffuse, no
OVERSIZED SWEATER / zprj obj fbx highpoly
OVERSIZED SWEATER / zprj obj fbx highpoly
CLO 3D / Marvelous Designer native ZPRJ info:
• Simulation mode: CPU (default)
• Avatar: default MV2 (Thomas), 3 mm skin offset
• Pose: "mv2_03_attention" pose + "mv2_hand_natural_1" hand pose
• Clothing geometry: quads, raw highpoly, 5 mm particle distance
• Retopology or auto-remesh: no
• Textures: default CLO 3D library, 3D seamlines in normal map, fur rendering preset (only in .zprj)
• Colorway: black & white
• Decorative shirt parts + print reference
• Saved with avatar
OBJ and FBX export info:
• Avatar: removed
• Pose: "mv2_03_attention" pose + "mv2_hand_natural_1" hand pose
• Rigged: no
• Scale: cm, 100%, moved to ground center
• OBJ geometry: quads, single object, thin unweld + thin weld (2 separate versions)
• FBX geometry: quads, single object, thick unweld only
• OBJ polycount: faces = 125,015; vertices = 124,326
• FBX Polycount: faces = 309,876; vertices = 318,641
• Retopology or auto-remesh: no
• Unwrapped UVs: 4096x4096, non-overlapping
• UV Maps: diffuse, no