The following steps describe the recommended scarf creation pipeline for WANNA VTO.
1. Clo3D Scarf Creation
Setup
- Download the A-POSE_Scarves_avatar.zip and import into Clo3D (or compatible garment software).
 

- The avatar is positioned at world origin. If the scarf is longer than the ground plane, either raise the avatar or disable ground collision:
- Right-click background → Simulation Properties → disable Ground Collision
 
 


- Set the avatar Skin Offset to 1 or 0.
 

Garment Modelling
- Model the scarf in thin visualisation mode (Textured or Monochrome surface).
- A scarf should be exported from Clo3D as thin, so to have a proper visualisation you need to choose thin visualisation - Textured or Monochrome surface - in Clo3D.
 
 

- Add spacing for thickness:
- Set Add’l Thickness – Collision (mm) for all parts (same value will be applied later in Blender).
 
 

- Recommended Particle Distance: 5 (smooth surface).
 - In case of visible avatar mesh artefacts: 
- Select the avatar → enable Divide Mesh → Resimulate.
 
 

- To improve folds, use Internal Lines.
 

- Change mesh type for all pieces to Quad (Optimized).
 

UV Layout in Clo3D
- Roughly place UVs in 0–1 space; final optimization will be done in Blender.
 - If no thickness is applied or both sides share textures, UVs can be finalized here.
 
Export
- Export scarf as .obj
 
2. Blender Adjustments
Setup
- Open Base_scarf_scene.blend
 - Import scarf model and align to avatar.
 - Do not move or scale the skeleton or avatar.
 
Thickness & Detailing
- Add thickness to the mesh (consistent with Clo3D settings).
 - Clean topology and finalise details.
 
UV Mapping
- Create optimised UVs within the 0–1 coordinate range.
 - Ensure minimum wasted space and relaxed UVs to prevent texture distortion.
 
Validation & Export
- Confirm that the model:
- Is a single mesh with a single material
 - Has applied transformations (scale, rotation, location)
 - Origin aligns with world origin
 
 - Export the model for texturing
 
3. Adobe Substance 3D Painter Texturing
Setup
Baking
- Bake details using the low-poly mesh as the high-poly source only if it has a clean, smooth, and detailed surface.
 - If the low-poly mesh lacks sufficient geometry for a smooth appearance, export a high-poly mesh from Clo3D and bake its details onto the low-poly mesh.
 - Adjust AO map if needed.
 
Texture Creation
- Required maps: Base Color, Normal, ORM
 - Format: PNG, 2048×2048, 8-bit/channel.
 - Import final textures to the Blender file.
 
4. Skinning & Export
Skinning
- Scarf must be a single mesh with a single material.
 - Apply all transforms.
 - Pivot points of scarf and skeleton must be at world origin.
 - Use the skeleton from Base_scarf_scene.blend.
 - Typically, only Pelvis and Spine bones should influence the scarf.
 - Test deformation to ensure no unusual stretching or texture distortion.
 
Validation
- Check mesh deformation in different poses.
 - Verify texture consistency (no stretching).
 - Verify bone weights — zero influence from Hip, Collar, Shoulder, Neck, Head bones.
 
Final Export
- Select skeleton and scarf mesh.
 - Export as .glTF + .bin + textures.
 

- Package in .zip ensuring size and texture limits are met.
 
5. WANNA Studio Upload
- Upload .zip to WANNA Studio.
 - Select Male avatar gender for submission.
 
