1. Initial design in CLO3D / Marvelous Designer
- Construct the garment in MD / CLO3D with simulated physics, and materials assigned by groups
- Layout the UVs. The UV isles should have enough space in between for possible ‘thickness extensions’
- Topology. Mostly quads. The standard poly-density should be around 1 cm2 per polygon for the final garment.
Rectangular patterns (wherever possible) should be topologized with a uniform quad topology.
- After the garment design is finished. We need to generate a hi-rez version for texture baking
- Export low-rez and hi-rez garments in separate files with suffixes ‘LOW’ and ‘HIGH’ respectively.
When exporting hi-rez, bake stitches and edge wrinkles in dedicated normal/height maps
2. Garment retopology
- Basic retopology and shape adjustment
- Furniture optimization
- Blend shapes
2.1. Create file structure for the garment.
- Garment main directory
- Copy CLO export files to ‘init’ directory of the garment
2.2. Initial check.
- Remove Namespaces
- Real-word scale
- Freeze transforms
- Unlock Normals
- Model pivots at ‘scene zero’
- Material names
- Geometry health (non-manifolds mostly)
2.3. Replace the furniture with low-poly substitutes
- Reasonable poly-count
- 0-1 UV space
- Dedicated materials by furniture type or a single material per garment (depends on requirements)

2.4. Fuse points on the base fabric patterns of the garment
- fuse only base
- collars, pockets, piping, etc. leave as separated pieces

2.5. Relax sharp areas

2.6. Add thickness (not double-sided, only on the edges)
