Design the clothing that suits the game. Check the availability of the clothing before you start the design.
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Available Clothing Types
- Top + Bottom
- Top + Bottom + Outerwear
⚠️ You do not create the following items: Hats, Socks (including ‘Leg warmer’), Shoes.
1. Create Clothing
- Import the desired avatar (.avte)
- Create the clothing to fit the avatar.
- All trims on the garment should be attached using the Glue function.
💡Check the following guidelines when creating clothing- To maximize the use of polygons, it’s recommended to delete the hidden parts of the clothing, especially when clothing has multiple layers and heavy linings. *Example) Pocket linings, the parts of the clothing obscured by layering, etc
- When creating skirts, make them within the guidelines indicated on the avatar for fitting stability.
- The length of the sleeve should not intrude below the guideline indicated on the avatar’s hand.
- When creating the pants, the length of the pants should not touch the ground.
- Must use the provided template shoes ONLY for the CONNECT.
2. Garment Simulation
Apply all the garments to the template avatar and simulate them for stabilization.
If the value ‘Add’l Thickness - Collision (mm)’ is lower than the default value of 2.5mm, the collision between garments during simulation may become unstable. Therefore, it is strongly recommended to set the value of ‘Add’l Thickness - Collision (mm)’ to 2.5mm or higher before the simulation.
3. Modifying all patterns to Quad-Type
- Select all patterns (Ctrl+A).
- Change the mesh type (Mesh Style) in the Property Editor to Quad(Optimized).
⚠️ Please avoid using the ‘Quad (Grid)’ option in the Mesh Type (Mesh Style).
4. Modifying Top Stitch Type
Please change the type of the top stitches used in the garment to ‘Texture type.’
- Click the ‘Topstitch’ tab in the Object Browser.
- Select all Stitches.
- Change the stitch type to ‘Texture’ in the Property Editor.
⚠️ Please note that the Custom TopStitch currently provided by CONNECT does not support Texture type, so it cannot be used in EveryWear.5. Modifying the thickness properties of the garment
The thickness type of the garment affects the polygon counts, so it should be defined before beginning the optimization process.
If you are creating the thick type of garment, please change the ‘Garment Rendering Style’ mode to ‘Thick Textured Surface (Alt+1).’
Setting Thickness Properties
The pattern thickness property can be set in the Geometry option of the pattern’s Property Editor. For more details on Geometry properties, please check the Documentation.
How to Set Thickness Property
- Select the pattern for which you want to adjust the thickness property.
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After selecting the pattern, go to Property → Geometry → Add’l Thickness - Rendering (mm) and change the value to 3.
It’s recommended to use a value of 1–3 to make the garment thickness appear slightly exaggerated compared to real clothing. You may adjust this to be thinner or thicker depending on the material or specific case.
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Select the Extrusion Direction and whether to generate each side of the pattern.
If the Extrusion Direction is set to “Forward” or “Both,” the thickness will be added outward, which can make the garment’s silhouette appear larger. Therefore, please set all patterns to “Backward” by default when working.
💡 In some cases, it may be necessary to keep the visible outer surface while deleting the invisible inner surface to optimize it.
In this case, you can optimize by maintaining the Front Face option checked (status: On) and unchecking (status: Off) the Back Face option.
How to use :
1. Select all patterns (Ctrl+A).
2. Property Editor → Check off the Back Face option in the Geometry section.
3. Select the patterns for which you can see the inner surface.
4. Check the Back Face option (status: On).
4. Set the side surface properties of the pattern using the Side Geometry option.
The Curvature (%) and Resolution settings under Side Geometry control the curvature and segmentation of the pattern’s side surfaces.
A higher Resolution value results in more detailed segmentation, while a lower value maintains a flatter shape. (Setting the value to 0 disables the side surface entirely.)
Since this setting directly affects optimization, we recommend setting the Resolution to 2 or higher only when segmentation is necessary for the pattern’s side.
💡 Comparison of Side Geometry Based on Curvature (%) and Resolution Values
6. Applying Fabric Materials
Apply appropriate fabric materials that match the garment design.
You can either use fabric presets (*.zfab) available in the CLO/MD Library or select suitable materials from the CONNECT.
Proper fabric application will affect texture baking results and help achieve a more realistic surface appearance.
7. Modifying Garments
Adjust the patterns to make sure that the garments dressed by the template avatar work smoothly in EveryWear. Please refer to the 'Tips&Tricks' and adjust the garments according to the relevant case.