Popular topics: General 3D model requirements WANNA Environment Maps

How to Create a Scarf Model for Virtual Try-On (VTO)

The following steps describe the recommended scarf creation pipeline for WANNA VTO.

1. Clo3D Scarf Creation

Setup

  • 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.

 

 

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