CLO is a 3D fashion design software program creating virtual garment visualizations.
Not all features in CLO are compatible with Sketchfab, but here are some tips from our team about the best way to prepare and export CLO models for uploading to Sketchfab.
Below are the CLO export presets and options that have worked well for us in the in the past. This page also has information and workflows that will translate well to Sketchfab as well.
Here is a list of materials that work well when uploading to Sketchfab:
Here is a list of materials that need further attention and possible workarounds. They will not look exactly as they do in CLO like after upload. However, in some cases you can tweak the material to get closer to the look you want within our 3D editor:
- Iridescent materials
In most cases it is better to change all your topstitching from OBJ to Texture in the Object Browser in CLO.
When exporting to glTF / GLB, these settings seem to work best:
- Select all patterns
- Select all avatars
- Select all Graphics and Trims
- Multiple Objects
- Unified UV Coordinates (PNG)
- Image size 4096 Pixels
- Fill Texture Seams: 1mm
- Diffuse Map
- Metallic-Roughness Map
- Normal Map
- Scale: m (Default)
- %: 100.00%
Characteristics like puckering and transparency may increase when you upload so you may have to adjust these in 3D Settings after uploading.
Keep your 2D pattern pieces tidy and close together.
The above tips won't solve all issues since garment details can vary greatly, but these recommendations should give you a good start.
There are also file size and performance considerations for complex garments. Ideally, you want your model to be under 500k polygons, and to not have too many separate textures and materials. This article breaks down performance considerations for Sketchfab in detail. With that said, a lot of CLO files can fit this criteria. But, it doesn't mean they couldn't be optimized more in order to decrease load time and improve user experience while interacting with the model on the web. The goal is for your model to be as lightweight as possible while maintaining its realism.