Content Dev:CC Clothing UV Guidelines

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Main article: CC Asset Development.

CC Clothing UV Guidelines

Aspect Ratio and Resolution

Default Ratio
The default aspect ratio is 1:1.
Non-Standard Ratios
If a non-standard ratio (e.g. 1:2) is required, provide a clear annotation note.
Minimum Resolution
Ensure the shortest edge of the finished texture is no less than 2048 pixels (e.g. 2048×4096).

UV Orientation and Distortion

Face Direction
UVs must be oriented positively (front-facing), as shown in Figure A. Reversed or flipped UVs (back-facing), as shown in Figure B, are not permitted.

Cc clothing creation 19.PNG

Proportions and Stretching
  • Maintain square proportions for UVs (Figure A).
  • Avoid unnecessary stretching or scaling, as this can affect texture quality or cause deformation artifacts (Figure B).

Cc clothing creation 20.PNG

UV Space, Layout, and Padding
  • Borders: Do not let UV islands touch the edges of the 0–1 UV space.
  • Padding (Spacing): Ensure sufficient gaps between UV islands — minimum 20px for 2048×2048 textures, minimum 40px for 4096×4096 textures.
  • UV Aspect Ratio: Maintain a 1:1 ratio for length and width. If an exception is required, annotations must be provided.

Cc clothing creation 21.PNG

Layout Strategy
Group UVs of the same material or component in the same area wherever possible to facilitate easier painting and modification. However, maximizing UV space utilization remains the primary priority.

Cc clothing creation 22.PNG

UV Fragmentation
Avoid excessive fragmentation of UV islands. Overly fragmented UVs can cause visible seams when textures are downscaled or during AO calculation, and are more difficult to modify.

Cc clothing creation 23.PNG

UV Orientation and Pattern Flow
  • Vertical Alignment: UV islands must be oriented vertically (Figure A). Avoid arbitrary angles or unnecessary rotation (Figure B), as these cause visual artifacts when applying textures or patterns in Substance.
  • Garment Directionality: When working with clothing, consider the fabric grain flow on sleeves relative to the body to ensure a natural arrangement.
  • Standard Layout: Unless otherwise specified, both body and sleeve UVs should be aligned vertically (Figure C).

Cc clothing creation 24.PNG

UV Seams and Cutting Strategy
Place UV cuts exactly along the structural seam lines of the high-poly model. As shown below, the yellow line indicates where the actual seam appears in the Normal Map. This prevents unnatural texture seams or visible breaks from appearing on continuous surfaces when applying materials in Substance Painter.

Cc clothing creation 25.PNG

Handling Symmetrical Objects
Applicable to symmetrical assets such as shoes, gloves, and armor. UVs for the left and right sides must be unwrapped separately, with each side occupying its own unique UV space. Do not unwrap a single side and overlap (stack) the UVs for both sides.

Cc clothing creation 26.PNG

UV Alignment and Edge Flow
  • Seam Alignment: Wherever feasible, ensure UV seams are aligned across connected parts.
  • Edge Parallelism: UV flow at critical areas such as the hemline, cuffs, and collar should remain parallel to the garment edges.
Tools and Validation
  • Recommended Tools: Use UV layout tools or the Maya UV Editor to automatically adjust UV distribution and generate evenly spaced UVs.
  • Validation: Verify results using the UV Test Grid in Substance Painter.

Cc clothing creation 27.PNG

Critical Deformation Areas
Underarms (Axillary Region)
Low UV pixel density in the underarm area can cause significant texture stretching when the character raises their arms. Increase both UV space and polygon density in this region to mitigate deformation artifacts, and adjust the UV layout for the shoulders and upper arms to ensure texture density (e.g., stripe spacing) remains visually consistent whether arms are lowered (Figure A) or raised (Figure B). After rigging, apply a stripe or checkerboard map to inspect the mesh and confirm pattern spacing is uniform.

Cc clothing creation 28.PNG

Natural Cloth Representation
Introduce slight, intentional distortions in the UV layout at fold or wrinkle areas. Avoid completely flat (planar) projections — a perfectly flat UV map on a wrinkled surface makes patterns appear rigid and artificial, causing the garment to lose the natural, soft aesthetic of real fabric.
UV Check Files
Use the provided UV Check files for validation. Figure A is the main UV Check image; Figures B, C, and D simulate the visual effects of enabling Plaid and Patterns in Substance.

Cc clothing creation 29.PNG

UV and Texture Validation
  • (A) Check UV orientation (front/back) and stretching.
  • (B) Check results when applying Plaid horizontal lines in Substance.
  • (C) Check results when applying Plaid vertical lines in Substance.
  • (D) Check results when applying Pattern dots in Substance.

Texture and Material Guidelines

Basic Material Settings
Configure the material shader parameters as follows:
  • Ambient Color: 255, 255, 255
  • Diffuse Color: 255, 255, 255
  • Specular Color: 255, 255, 255
  • Specular Level: 500
  • Glossiness: 10

Cc clothing creation 30.PNG

Texture Resolution and Specifications

Category Description / Examples Resolution Specs Texture Count
Full Body Style A Distinct waist separation/seam (e.g. coats with belts, segmented jumpsuits); no distinct waist separation/seam (e.g. beltless coats, jumpsuits) Working: 4096 × 4096 1
Upper Body Garments Garments ending above the knee (e.g. T-shirts, shirts, jackets, blazers, short coats) Working: 4096 × 4096 1
Lower Body Garments Bottoms of varying lengths (e.g. skirts, trousers, pants) Working: 4096 × 4096 1
Shoes All footwear types (e.g. shoes, ankle/knee-high boots) Working: 4096 × 4096 1
Gloves Working: 4096 × 4096 1

Texture Standards, Optimization, and Project Verification

Creation vs. Release Workflow

  • Creation Phase: Unless specific requirements dictate otherwise, create all textures at 4K resolution in PNG format.
  • Product Optimization: For commercial release, convert texture formats to JPEG at 4K resolution using 2D software to significantly reduce file size.
  • Quality Control: Manually verify that visual quality remains up to standard after format conversion and compression.

ccCloth File Size Guidelines

A single .ccCloth file — containing all maps within Texture Settings (Base Color, Normal, AO, Metallic, Roughness, Opacity) and Resource Maps (Height, Normal, Color ID, WS Normal, AO, Curvature, Position) — must adhere to the following limits:

  • Maximum: Under 20MB.
  • Optimal Range: 10MB – 15MB.
  • Rationale: Adhering to these limits is critical to prevent excessive burden on real-time rendering performance.

Project-Specific Verification

Texture formats, resolution, and file size requirements may vary by project. You are strictly required to verify specifications against individual project needs and confirm final standards with your Reallusion Point of Contact (POC) or Project Manager (PM).

Cc clothing creation 31.PNG

The red box above indicates where CC object textures are assigned. The quantity and technical specifications required vary by project — follow the Project Requirements accordingly. The CC file size refers to the final saved file after all required textures have been correctly assigned to their respective Material channels. For confirmation regarding texture specifications, consult the Project Manager (PM) or Art Lead (AL).

Texture Map Deliverables for CC Cloth Base

Every CC Cloth Base asset must include the specific texture maps outlined below.

Requirement Legend

  • ★ (Mandatory): Must be produced and included in the final file delivery.
  • Unmarked (Optional): Produced only if required by the outsourcing brief or project scope.

Visual Fidelity & Details

These textures define the final look in CC and must comprehensively capture all surface details — including wrinkles/folds, seam lines, fabric weave, and patterns — to fully represent the material quality and design intent of the garment.

PBR CC Cloth

Category Naming Convention Necessity Notes
Base Color ObjectName_BC
Opacity ObjectName_O
Normal ObjectName_N *Note 2
AO ObjectName_AO *Note 1
Metallic ObjectName_M
Roughness ObjectName_R
Color ID ObjectName_ID *Note 3
Curvature ObjectName_Curvature *Note 4

Note 1: Ambient Occlusion (AO) Baking Tools

Tools such as 3D-Coat, Substance Painter, and ZBrush can all generate AO maps, though 3D-Coat offers relatively limited parameter control. If results are unsatisfactory, use 3ds Max for baking, which provides a broader range of adjustable parameters for precise control.

Note 2: Normal Map Format (Substance Painter)

When texturing in Substance Painter, ensure the Normal Map format is set to OpenGL. This is crucial to prevent inverted normal details (flipped Y-axis) in the final output.

Note 3: Legacy Material Support (MAT3/5/7) & Mesh Data

If utilizing legacy MAT3/5/7 Color-Adjustable Materials, the CC Appearance Editor requires the following maps (collectively referred to as Mesh Data Maps):

Category Naming Convention Requirement Note
Normal ObjectName_N
World Space Normal ObjectName_WN
Color ID ObjectName_ID
Displacement (Height map) ObjectName_H
AO ObjectName_AO
Curvature ObjectName_Curvature

Note 4: FashionGen (2025) Compatibility

To ensure compatibility with FashionGen (2025), include the following Mesh Data during garment creation:

Category Naming Convention Requirement Note
Color ID ObjectName_ID
Curvature ObjectName_Curvature

A detailed explanation of the Color ID map is provided in the next chapter.

Technical Guidelines for Color ID Map Authoring: FashionGen (2025) Workflow

To fully leverage the AI-driven material synthesis of FashionGen (2025) while maintaining backward compatibility with Legacy Material Support (MAT3, MAT5, and MAT7), strictly adhere to the following Color ID authoring standards.

1. Technical Specifications: The 7-Color Standard

Color ID maps are limited to 7 specific colors to ensure cross-compatibility between FashionGen and Legacy Material Support.

Crucial Warning
RGB Precision
  • Do NOT use the Eyedropper Tool: Sampling colors directly from reference images (Image A) often results in RGB value deviations.
  • Manual Input Required: Manually input the exact RGB integers from the table below (Image B) to ensure the engine recognizes IDs correctly.

Image A: Visual reference for the 7 standard Color IDs.

Black Red Green Blue Yellow Magenta Cyan

Image B: Required RGB Parameter Table — enter these values manually.

Label Mask Definition Mask Color R G B
Red Custom Color ID 255 0 0
Green Custom Color ID 0 255 0
Blue Custom Color ID 0 0 255
Yellow Custom Color ID 255 255 0
Cyan Custom Color ID 0 255 255
Magenta Custom Color ID 255 0 255
Black -------- Color ID 0 0 0

Technical Specifications: Edge Integrity & Brush Settings

When painting the Color ID map, boundaries between color blocks must be precise and solid:

  • 100% Opacity: Boundaries must be solid — no semi-transparency or gradation at edges.
  • Hard Brushes Only: Set brush Hardness to 100%. Soft, feathered, or anti-aliased brushes create intermediate colors that the engine cannot interpret, causing artifacts.

Image C: Correct Color ID Map Example.

Cc clothing creation 32.PNG

Image D: Brush Settings — ensure hard edges to prevent anti-aliasing.

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Structural Alignment and User Customization

Color IDs must be meticulously painted along UV layout and garment seam lines. The primary goal is to anticipate the end-user's workflow within FashionGen, ensuring the procedural material engine can accurately identify and apply textures to specific functional regions.

Design-Driven Segmentation (Color Blocking)

For garments with specialized aesthetic designs or unique color-blocking, assign dedicated Color IDs to allow FashionGen (2025) to execute precise localized material overrides, even in areas without physical mesh seams.

Implementation Examples

Example 1: Jumpsuit (Functional & Safety Details)

Assign Color IDs to the collar, pockets, cuffs, and reflective strips. This ensures FashionGen (2025) can automatically apply specialized shaders (such as high-visibility or reinforced fabrics) to these regions, while still allowing manual material assignment in MAT7 legacy modes.

Example 2: Polo Shirt (Pattern-Level Flexibility)

Assign Color IDs to the core fabric patterns (front/back bodice, sleeves). This granular segmentation provides FashionGen (2025) the data needed to apply varied knit directions or procedural aging, significantly increasing creative flexibility compared to MAT3/5 workflows.

Example 3: Crew Neck Short-Sleeve Shirt (Aesthetic Blocking)

Even without physical seams — such as a shirt with a distinct center color block — a specific Color ID must be defined for that zone. This allows the FashionGen (2025) generative engine to isolate the area for unique graphics or contrast fabrics without affecting the base garment structure.

Example 1: Cc clothing creation 34.PNG

Example 2: Cc clothing creation 35.PNG

Example 3: Cc clothing creation 36.PNG

Technical Integration Summary

By prioritizing FashionGen (2025) standards in Color ID mapping, assets utilize the latest procedural fabric technology and AI-assisted texturing while remaining fully accessible to users operating within the Legacy Material Support (MAT3/5/7) framework.

Expanded Creative Strategy

Developers and content creators are strongly encouraged to design multiple Color ID zoning variations for a single garment, as demonstrated in Examples 1–3. Packaging these variations as additional Material Plus presets gives customers immediate access to alternative styles.

Ensure each Material Plus preset embeds its corresponding Color ID within the Resource Maps. This empowers end-users to leverage both the FashionGen (2025) workflow and Legacy Material Support (MAT3/5/7) to maximize stylistic customization.