How to upload Garments to swatcheditor™

  1. You will need a .glb file to upload to swatcheditor™

  2. The upload will depend on how the original file has been processed. Swatcheditor™ isn’t responsible for the file origination. The following instructions are to guide you to exporting your file NOT creating a file. Please speak to your 3D techs, or you can send a file to us. Technical assistance is £40.00 per hour.

  3. Our guide isn’t exhaustive, and you may find your own way or use a different software to create a .gbl file.

  4. Remember swatcheditor™ is a visualisation tool only, 3D assets should be simple in construction, and we advise you to export the garment only. Do not export avatar or hardware as this makes the file larger. However, we can help you create a walking avatar for your Ecommerce and Marketing project.

  5. Things to take into consideration when creating files for swatcheditor™:
    a) Texture size (the size the swatch will lay over the 3D asset upload.
    b) File size – keep it small. The smaller the file the faster the upload.
    c) Naming Layers for Exporting – this is not possible to do in CLO3D. If you use a .gbl straight from CLO you can either export a single file or a file with as many layers as you have created (pattern pieces).

 

CLO3D to swatcheditor™

Your “garment/3D asset patterns” will be labelled individually, and it is those that will transfer to the swatcheditor layers. This means that clients can click on all layers to visualise swatches on the whole garment or select individual layers to visualise swatches on individual garment pattern pieces. Sometimes there are many elements, and you will need to test exporting single or multiple objects. If you want to combine your garment/3D asset patterns and give bespoke layer names you will need to take the exported file into a third-party software such as BLENDER. You may even find your own way of exporting using other software.

 

Garment/3D asset patterns are set up differently by different people so you may have to test a little to make sure that the swatch comes in at the correct 100% scaled tile size.

 

  1. Open project with garment only

  2. 3D Garment. Select either High Res or Low-Res Garment.

  3. Export GLTF 2.0 (GLB)

  4. Select All Patterns*

  5. Multiple Objects*

  6. Thin

  7. Unified UV Coordinates

  8. Image Size 1024*

  9. Diffuse Map

  10. Normal Map

  11. Scale M (Default)*

  12. Export GLB (File size <10mb – should really be <1mb

 

CLO3D to BLENDER to swatcheditor™ 

  1. Open project with garment only

  2. 3D Garment. Select either High Res or Low-Res Garment.

  3. Export GLTF 2.0 (GLB OR (GLTF which works better)) or OBJ*

  4. Select All Patterns*

  5. Multiple Objects*

  6. Thin

  7. Unified UV Coordinates

  8. Image Size 1024*

  9. Diffuse Map

  10. Normal Map

  11. Scale M (Default)*

  12. Export

  13. Import into BLENDER

  14. File – New – General

  15. Import GLB or GLTF or OBJ

  16. Shift Click to select object sections to be combined

  17. Command J to combine

  18. In Scene Collection select layers and rename

  19. Export GLTF 2.0 (GLB)

  20. Select Geometry

  21. Select Materials

  22. Select No Export

  23. Export GLB (File size <10mb – should really be <1mb

 

*Please test to suit your needs and source file. There are many ways to import the *.glb. This formula has worked successfully for swatcheditor™ but is not exhaustive and we will continue to add processes as we go along. Would love to hear of any new processes you might find.

 

Want us to prepare your file for you?

We can render your files ready for upload to the swatcheditor™ app. Upload your file and give as much information as possible, we'll send you a quote and if you'd like us to proceed then we'll do the rest.

 

Prices start from £40.