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Question Clothes texture problem

baster

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I use clo3d to make clothes, and SP to make clothing textures. When the textures are used in the game, the back of the clothes is black, especially when making some white clothes. How can I solve this problem and make the back of the clothes white as well?
 
I use clo3d to make clothes, and SP to make clothing textures. When the textures are used in the game, the back of the clothes is black, especially when making some white clothes. How can I solve this problem and make the back of the clothes white as well?

If you are talking about clothes in VAM, the clothes are 2sided. If you get a "pure black" backface, you have a problem with your model or your UVs.
 
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Clo3d and marvelous is kind of bad to export direct to daz, I will check in a 3d software like blender if the back is normal flip, or the UV map is out of his boundary. I Use 3dsmax, when I import I check ignore normal, it fix this black problem, but I still have to fix UV.
 
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Clo3d and marvelous is kind of bad to export direct to daz, I will check in a 3d software like blender if the back is normal flip, or the UV map is out of his boundary. I Use 3dsmax, when I import I check ignore normal, it fix this black problem, but I still have to fix UV.
I didn't import directly into DAZ. I first imported into ZBRUSH for quad processing, then imported into RizomUV to re-unfold UV, and then imported into MAYA for detail modification! Finally, I imported into SP for texture painting, but I didn't bake it. I don't know if it has something to do with the SP baking settings!
 
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Baking in SP won't flip your normals or break your UVs.
I've done a ton of imports in VAM, if you have proper normals and UVs, everything is going to be ok.

You have something wrong with the mesh (and substance is not gonna impact that whatsoever). Worst case scenario you could have wrong normals (directx instead of opengl) but you would only have an "appearance" problem, and still on both side. You wouldn't have one side ok and the other broken. Either the normal is broken, and both side are ok, or it's ok and both side would work.
 
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Baking in SP won't flip your normals or break your UVs.
I've done a ton of imports in VAM, if you have proper normals and UVs, everything is going to be ok.

You have something wrong with the mesh (and substance is not gonna impact that whatsoever). Worst case scenario you could have wrong normals (directx instead of opengl) but you would only have an "appearance" problem, and still on both side. You wouldn't have one side ok and the other broken. Either the normal is broken, and both side are ok, or it's ok and both side would work.
Thanks, I found that I was using opengl normals. After modifying drcetx, it got much better, but there are still shadows on the back. This may be the influence of lighting!
 
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Thanks, I found that I was using opengl normals. After modifying drcetx, it got much better, but there are still shadows on the back. This may be the influence of lighting!

LOL you understood the wrong way ^^
Unity/VAM are OpenGL normal maps, not DirectX (and substance defaults to DirectX)
 
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LOL you understood the wrong way ^^
Unity/VAM are OpenGL normal maps, not DirectX (and substance defaults to DirectX)
Confused, can you please look at my normal line?
 

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Normal and normal map are not the same. Your normal map is ok.
Normal is mesh that face the camera, flip normal is the back side facing the camera, when import in Vam flip normal look black. One of my work have this problem, I forget to fix, if you look at the top buttons, they are black because they are flip normal. To fix it just flip them, or check ignore normal when import. https://hub.virtamate.com/resources/arcade-game-gal-panic-3.53248/
 
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Confused, can you please look at my normal line?

Why are you confused? : )

Unity (engine used by VAM): OpenGL Normal Maps
Other format available (other engines): DirectX Normal Maps

I can't deduct what your normal map format is at that level of detail... especially without knowing the "intentions" of the normal (what is a bump or what is a hole).
But as I was saying, the normal map only contributes to the feel of the "bumpiness", even if your normal map was wrong, you wouldn't have black faces.


Normal and normal map are not the same. Your normal map is ok.
Normal is mesh that face the camera, flip normal is the back side facing the camera, when import in Vam flip normal look black. One of my work have this problem, I forget to fix, if you look at the top buttons, they are black because they are flip normal. To fix it just flip them, or check ignore normal when import. https://hub.virtamate.com/resources/arcade-game-gal-panic-3.53248/

To be clearer @baster , because there are a bit of translation issues here. The "normals" on a mesh, are the vector information pointing out from a face or a vertex on your mesh. The normal direction (if it does outwards or inwards from the face), defines how the face is oriented.

normals.jpg

normals2.jpg


In blender the red faces (when you have the proper options enabled) are the back faces and the blue the front faces. And in edit mode, the blue streak are the vectors of the normal.
Ensure your mesh has proper normals.

Also, you are looking for support... so please, show shots of your model in blender or whatever software (potentially one with and one without normal active), shots of your UVs and shots of your result in VAM. Discussing a model/modelling issue without the final aspect is always harder without context.
 
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Why are you confused? : )

Unity (engine used by VAM): OpenGL Normal Maps
Other format available (other engines): DirectX Normal Maps

I can't deduct what your normal map format is at that level of detail... especially without knowing the "intentions" of the normal (what is a bump or what is a hole).
But as I was saying, the normal map only contributes to the feel of the "bumpiness", even if your normal map was wrong, you wouldn't have black faces.




To be clearer @baster , because there are a bit of translation issues here. The "normals" on a mesh, are the vector information pointing out from a face or a vertex on your mesh. The normal direction (if it does outwards or inwards from the face), defines how the face is oriented.

View attachment 464692
View attachment 464693

In blender the red faces (when you have the proper options enabled) are the back faces and the blue the front faces. And in edit mode, the blue streak are the vectors of the normal.
Ensure your mesh has proper normals.

Also, you are looking for support... so please, show shots of your model in blender or whatever software (potentially one with and one without normal active), shots of your UVs and shots of your result in VAM. Discussing a model/modelling issue without the final aspect is always harder without context.
 
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Thank you for your guidance. I think my problem has been solved. It should be a problem with global illumination. It was always set to 0 before, but now it is much better when it is set to 0.1!
 

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Nice topology and UVs!

Indeed, GI contributes to lighting. A pure "hidden" face (interior) receives zero light if there's no GI. So generally if you want dual sided things, having a .2 / .3 value is nice.
 
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Normal mesh problem did make sense to me at first. Clo3d use a lot of it, you can have double side texture id, the problem many people doesn't know this, it only work in marverlous or clo3d. Has far as I know, there is no way to export those ID map outside Clo3d. Exemple, if you have a shirt with a collar, you collar by default is mesh flip or backside. And I could be wrong, but I don't think substance painter have a compatible shader for it.
 
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Well, if you have flipped normals, that's clo3D/Marvelous doing a shitty job. The best solution would be to normalize all this in blender/whatever 3D software that does an actual proper job at handling normals.
 
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