Content Dev:CC Clothing Preproduction
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- Main article: CC Asset Development.
Pre-production Guidelines
Simplified Workflow
- Prepare Base Character
- Align and export the CC3+ base character as a reference to ensure correct scale and posture.
- Create High-Poly and Low-Poly Meshes
- Model the high-detail asset.
- Perform retopology to create a game-ready (low-poly) version.
- Bake technical maps (Normal, AO, Curvature).
- Bind Low-Poly Mesh to Base Rig
- Apply skin weighting and bind the mesh to the CC skeletal structure.
- Export in FBX Format
- Export the rigged mesh using the standard FBX (*.fbx) format.
- Import and Save in CC
- Import the FBX into Character Creator.
- Set the asset type to "Cloth".
- Save the final file as *.ccCloth.
Production Tools Overview
Required Software & Plugins
The following table summarizes the primary tools used in the High-Poly to Low-Poly (retopology) workflow:
| Software | Version | Purpose | Units | Coordinate System |
|---|---|---|---|---|
| ZBrush | 2024 | High-poly sculpting | Centimeters | N/A |
| Maya | 2023 | Rigging, FBX export | Centimeters | Y-Up (Right-Handed) |
| 3ds Max | 2020 | Rigging, FBX export | Centimeters | Z-Up (Right-Handed) |
| Blender | 4.0+ | Modeling, rigging, export | Centimeters | Y-Up |
| 3D-Coat | 4.7+ | Texture painting | N/A | N/A |
| Substance Painter | V10.1.2 | PBR texturing, baking | N/A | Y-Up (OpenGL) |
| xNormal | Any | Mesh baking | N/A | N/A |
| Character Creator | 4.0+ | Final assembly (*.ccCloth) | Centimeters | Y-Up |
| iClone | 8.0+ | Cloth simulation / animation | Centimeters | Y-Up |
General Pipeline Notes
- The production pipeline standardizes on FBX SDK 2012.1. Always export FBX files using this version.
- Normal maps must be in OpenGL (Y+) format for compatibility with iClone.
- Verified compatible tools: ZBrush, Maya, Substance Painter (OpenGL mode).
- Avoid using 3ds Max for texture baking due to potential normal map channel inversion.
- Always set working units to Centimeters (cm) across all DCC tools.
Notes
- Normal Map Configuration
- Ensure Substance Painter projects are set to OpenGL to avoid inverted green channel issues.
- Incorrect configuration may result in flipped or incorrect shading.
- Unit Setup
- All production assets must use centimeters to maintain scale consistency with CC base models.
- Blender Coordinate System
- Blender uses Z-Up internally but converts to Y-Up during FBX export.
- 3ds Max Version & Export Standards (Critical)
- Recommended Version:
- Use 3ds Max 2020 or earlier for maximum pipeline compatibility.
- Recommended Version:
- Mandatory Export Requirement:
- FBX export version must be set to FBX 2012.
- Mandatory Export Requirement:
- Reason:
- Ensures compatibility with Character Creator’s internal FBX parsing system and prevents issues with skin weights and materials.
- Reason:
- Warning for 3ds Max 2021+ Users:
- Newer versions may introduce compatibility issues (e.g., Arnold material conflicts, missing textures, or corrupted exports).
- Users assume responsibility for resolving any issues arising from unsupported versions.
- Only FBX 2012 exports that successfully import into CC will be accepted.
- Warning for 3ds Max 2021+ Users:
3ds Max Setup
- Go to Customize → Units Setup...
- Set Display Unit Scale to Metric and select Centimeters.
- Click System Unit Setup.
- Set 1 Unit = 1.0 Centimeters.
Maya Setup
- Go to Windows → Settings/Preferences → Preferences
- In the Preferences window, select Settings
- Under Working Units, set Linear to Centimeter
ZBrush Export Settings
- Open the Tool palette
- Locate the Export sub-palette
- Set coordinate system to Z-Up
- Ensure Flip Normals is OFF
3ds Max Import Verification
- Verify mesh orientation after import.
- If the mesh appears inverted:
- Enable Flip Normals
- Verify scale consistency:
- Adjust using scaling tools if necessary
Attachment File Documentation
Base Character Files
Use the correct base character files depending on the project requirements to ensure proper alignment and deformation.
- Standard Base Models
- Male Base and Female Base are the primary templates.
- Morph-Based Characters
- If a custom body shape is required:
- Use the provided Morph Base and corresponding .fbxkey file.
- These are mandatory for maintaining compatibility.
- If a custom body shape is required:
- File Location
\Attachments
Attachment File List
| File Name | Description | Notes |
|---|---|---|
| Female_Base.Max / Female_Base.fbxkey | Female base character files | Note 1 |
| Male_Base.Max / Male_Base.fbxkey | Male base character files | Note 1 |
| UV Check\UV check_Grid.jpg UV check_Horizontal.jpg UV check_Vertical.jpg UV check_Dots.jpg |
UV checker maps | Note 2 |
| Quality_Reference | Production quality reference | - |
Notes
- Note 1: FBXKey Usage
- A .fbxkey file is automatically generated when exporting a CC character.
- It must be included when re-importing the FBX into Character Creator.
- FBXKey files are not interchangeable between different characters or morphs.
- Note 2: UV Checker Maps
- All checker textures use a 1:1 aspect ratio.
- Select appropriate maps to verify UV uniformity and scaling consistency.
Technical Classification Notes
Accessory vs. Cloth Classification
- Classification Logic
- Requires skinning → Treated as Cloth
- No skinning (rigid) → Treated as Accessory
- Cloth Settings (Conform)
- Items categorized as Cloth (e.g., belts, necklaces, layered items) must have Conform or Non-Conform properly configured.
- RL Made Standards
- Assets must be correctly assigned to Embed / Cloth / Layer categories.
- This ensures proper collision behavior, layering, and simulation accuracy.