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Modeling and painting a Clothes for Daz Genesis 2 female (aka VaM model)

Guides Modeling and painting a Clothes for Daz Genesis 2 female (aka VaM model)

Blaspheratus

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Blaspheratus submitted a new resource:

Modeling and painting a Tank top for Daz Genesis female 2 (aka VaM model) - Simple guide

Hello everyone, this is a tutorial on how I make my clothes.
The programs I use are
Marvelous Designer/ Clo3d
Adobe Substance Painter
Blender (for off camera retouching)
Daz 3D

Getting the Avatar
There are 2 ways to get the avatar, one is through Vam and the other is through Daz.

Using Daz is simply exporting the Genesis 2 female model, in this mode the model has more density, which is useful when using the highest physics in Marvelous Designer (but requires more resources).

The method...

Read more about this resource...
 
Hi Blaspheratus! Thank U for your guide first.

I came across some issues while paintng textures.
When importing the .obj from Clo3D to substance painter, the UV maps go wrong. (I have not re-topo the .obj in any other software
Specifically, my clothing has different patterns (about 12) in clo3D, but in substance painter, they are merged as two patterns shown in UV maps--- the front one & the back one. ( I am pretty sure that the auto-unwrap is unchecked in SP.

Do you have any clue about this?
 
Hi, I'm glad you found the guide helpful.

Make sure that the UVs are aligned in Clo3d and non overlaping.I use marvelous designer, but I guess it is the same or very similar in Clo3D.

In this project I created 3 types of fabrics (materials) and set them to UV 0-1, when exporting I make 4 exports, one complete for SP and the other 3 separate to be able to edit in blender.
1728376911975.png

And should look like this in SP
1728378054003.png
1728378104899.png


In this project the uv are not aligned, and will give problems in SP, the easiest way is to adjust the pattern in the 2D window, in the UV window, ResetUV to 2D arrangement and then Fit ALL Uv to 0-1.
1728377369391.png


1728377411845.png
1728377508762.png


You can choose any pattern and do this, this is useful when you only have one material and it is a set, for example this:
1728378892965.png


I hope this was helpful, this was one of the first mistakes I made (and sometimes I still forget to adjust the UV 😅), if this is not the case, please send Clo3d and/or SP screenshots so I can see it better.
 
Last edited:
Hi, I'm glad you found the guide helpful.

Make sure that the UVs are aligned in Clo3d and non overlaping.I use marvelous designer, but I guess it is the same or very similar in Clo3D.

In this project I created 3 types of fabrics (materials) and set them to UV 0-1, when exporting I make 4 exports, one complete for SP and the other 3 separate to be able to edit in blender.
View attachment 417382
And should look like this in SP
View attachment 417386 View attachment 417387

In this project the uv are not aligned, and will give problems in SP, the easiest way is to adjust the pattern in the 2D window, in the UV window, ResetUV to 2D arrangement and then Fit ALL Uv to 0-1.
View attachment 417383

View attachment 417384 View attachment 417385

You can choose any pattern and do this, this is useful when you only have one material and it is a set, for example this:
View attachment 417388

I hope this was helpful, this was one of the first mistakes I made (and sometimes I still forget to adjust the UV 😅), if this is not the case, please send Clo3d and/or SP screenshots so I can see it better
thx! This is a note-worthy point.

And actually I just found my stupid carelessness🤣

The thing is that I have set 4 materials in Clo3D.
And they were divided into 4 texture sets in SP. The texture set list window was too small that I missed the left 3 ones🤡
 
Hi @Blaspheratus !
Awesome guide.

Quick question, how would you take existing VAM clothing and import it into Substance3D Painter?
I am looking to see if I can paint some better sim textures for some clothing items.
 
Hi @Blaspheratus !
Awesome guide.

Quick question, how would you take existing VAM clothing and import it into Substance3D Painter?
I am looking to see if I can paint some better sim textures for some clothing items.
I guess it's not possible at the moment, most likely Meshdvr uses a special format when importing clothes for Vam the .Vab file, so they can't (so easily XD) steal content from the creators or because of licensing issues. I am not a software engineer to reverse engineer and convert clothes.
I hope they will release a tool to import clothes for Vam 2.
 
1739662001408.png

How did you import the model from DAZ? I can't do it. I tried basic and high resolution of the model.
 
View attachment 461490
How did you import the model from DAZ? I can't do it. I tried basic and high resolution of the model.

Desktop Screenshot 2025.02.16 - 05.57.31.70.png

Make sure the scale is in Daz and you export in obj format.

Desktop Screenshot 2025.02.16 - 05.58.37.57.png


In Marvelous designer/Clo3d File/import (add)/OBJ and select your exported G2F or G2M.

If you import the exported model in Vam (useful to make clothes for Voluptuous bodies), you should select the scale in m (meters) and select the OBJ without the _skinned prefix because the T-pose is not imported and the clothes created will not fit correctly when imported in Daz.

Desktop Screenshot 2025.02.16 - 05.59.04.55.png

And you will have your Daz model in Marvelous designer/Clo3d.

Desktop Screenshot 2025.02.16 - 05.58.00.30.png

The arragment point error should not worry you, they are used to adjust the pieces of clothing and can be edited at any time.You should also edit the avatar properties, like skin surface offset and set to 0.

Don't forget to save your imported avatar

I guess you did things correctly, just delete the default avatar.
 
Last edited:
View attachment 463958
Good afternoon, please tell me some good settings for VAM.
Hello
They look good, just change the resolution and activate “Use UV Tile workflow", once the model has been imported, the Opacity channel must be added, if it required in the clothing or as decals.
My presets for exporting the textures are in the guide in the useful notes spoiler. In my presets they have the assigned names and the normal maps corrected for use in OpenGL, plus there is one to export the Sim textures, with the assigned name.
 
Thanks for the guide @Blaspheratus.

I was wondering if you had any pointers around optimizing clothing topo, so that when you do the final VaM import it doesn't distort too much.

I keep having problems after getting my UVs all lined up, then after importing, the mesh get pretty distorted especially around high morph areas like breasts. Of course this is more true for skin tight clothing as opposed to Sim cloth, but if you had any advice on counteracting whatever VaM is doing to wrap the clothing onto the G2F that would be great. Of course I could just extracts sections of the G2F model and use that topo, but I don't always have that luxury.

Thanks!
 
Thanks for the guide @Blaspheratus.

I was wondering if you had any pointers around optimizing clothing topo, so that when you do the final VaM import it doesn't distort too much.

I keep having problems after getting my UVs all lined up, then after importing, the mesh get pretty distorted especially around high morph areas like breasts. Of course this is more true for skin tight clothing as opposed to Sim cloth, but if you had any advice on counteracting whatever VaM is doing to wrap the clothing onto the G2F that would be great. Of course I could just extracts sections of the G2F model and use that topo, but I don't always have that luxury.

Thanks!
Hi Metix, I am glad you like the guide.

It's a little difficult to see your problem without an image, but this might help with your issue. It's a very common error when importing clothes into Vam.


You have to understand how Vam works when importing clothing; it's like the Shrinkwrap modifier in Blender.

Shrinkwrap Modifier​

The Shrinkwrap modifier allows an object to “shrink” to the surface of another object. It moves each vertex of the object being modified to the closest position on the surface of the given mesh (using one of the four methods available).
So it must have good density but keep it low for performance reasons; it's a matter of trial and error.

Sometimes you have to make Sim textures to avoid these kinds of problems.

Captura de pantalla 2025-10-30 023446.png

Default Morph no sim

Captura de pantalla 2025-10-30 023433.png

Voluptuous morph no sim

Captura de pantalla 2025-10-30 023515.png

Voluptuous morph sim

Also design the clothing so that it does not distort; in this case, leave the upper chest uncovered.

Captura de pantalla 2025-10-30 024307.png
Captura de pantalla 2025-10-30 023821.png


Or make clothes for a specific morph.
I also use the Stopper Clothing rewrapper Plugin in this clothes
Captura de pantalla 2025-10-30 030509.png
Captura de pantalla 2025-10-30 030522.png


Instead of extracting the mask in Blender, try using Bsurface, so you can have cleaner topology.This is a piece of clothing I made using this method. It has a few mistakes, but it's good for practicing so I don't make them again.
Captura de pantalla 2025-10-30 032841.png

If you don't know how to do it, here is a video explaining it.

As you can see, there are many things that can make clothes look strange. There are times when I make one, but when I import it into Vam, I discard it because it looks bad. This is a recent case of a mask. Instead of clothes, I had to make it as CUA.

One last thing, I'm not sure, but Vam converts Quads to Tri. At first, I imported the clothes in Tri and it looked weird, then I imported them in Quad and it looked much better.

There is also a minimum thickness of 2 faces.
Captura de pantalla 2025-10-30 042025.png

The chains are two face (Quads) and one face , as you can see, they get thinner if you only have 1 face (Quad).

I hope this information is helpful, and if you have any further questions about clothing, please let me know.
 
Holy crap! Hell of a response, Great overview though. Sorry, I should have been more specific.

I'm more referring to your last example of the chain. Sometimes I adapt clothing from other sources, and while I'm comfortable using R3DWrap for body morphs, the problem with clothing is that it can have depth that you don't want to wrap with R3D.

Anyhow, when my clothing has topo that is not based on the G2F, but I have more or less manually wrapped, it looks great in Blender, the UVs are all nice, etc... Then take it to Daz, do a Transfer util on it maybe. Still looks great. And yeah, when you import clothing into VaM, it runs it's own wrapping algorithm on it, pulling clothing verts to the closest G2F vert. That's where things often fall apart for me. Where my topo was great before, UVs expecting it to stay that way, it gets pulled to the G2 verts and what was once a straight line is now a wiggle. Setting smoothing to zero helps a lot too, but I'm just looking for tips on how to approach converting a mesh that is intended for wrapping in VaM, but doesn't share the same topo as the G2 model. I guess I could subdivide in trouble places to reduce deformation.

What I actually wish I could do is export clothing from VaM and make UV adjustments to it, then reimport.

It's a big subject, and and I'm aware that there are no perfect solutions. Keep as close to G2 topo as possible, but that's not always an option.
 
Hi Metix.
I'm sorry, but I can't be of much help with importing from other models. I make all the clothes for G2F or G2M and I don't import clothes due to copyright issues. I don't know if this guide will be useful to you.


Perhaps manual adjustments should be made so that the clothing fits the G2F body, rather than using something automatic that is aggressive, such as R3DWrap.Perhaps looking for a bridge (G8 to G3F, for example) in Daz's store.I make most of my clothes in Marvelous Designer, and I can export them to any model, from DAZ G8, G9 to Skyrim and Fallout CBBE bodies, for example.

Correct me if I'm wrong, just so we're on the same page.

Topology refers to the shapes that make up a 3D model, and unless the mask is extracted directly, the clothing will not have the same topology as the model.

Captura de pantalla 2025-10-30 063316.png


In this case, the withe wireframe is the topology of the G2F, and the clothing has a gold texture.


If you look at this swimsuit, you'll notice that it has problems because it's too far from the vertices. The solution is to make a Sim texture, which can also be used to unwrap the vertices so that they don't deform.



Captura de pantalla 2025-10-30 061733.png




1724686053-jpg.403481

Bad Wrapped

1724686065-jpg.403482

Wrapped fixed with a sim texture


I can guess that the clothes you want to import have very low density and that's why they get so misshapen.I recommend using Blender's subdivision surface modifier, and keep the corners in the Boundary Smooth options.
Then take it to Daz, do a Transfer util on it maybe. Still looks great. And yeah, when you import clothing into VaM, it runs it's own wrapping algorithm on it, pulling clothing verts to the closest G2F vert

I don't like that. I hope that for Vam 2 they fix how clothes are imported. I know you can already import clothes in the Beta, but I don't want to convert/make clothes until it comes out of beta.

1.png

Looks nice, but when you import in Vam Looks like this:
1.jpg

What I actually wish I could do is export clothing from VaM and make UV adjustments to it, then reimport.
This will never happen. There are users who steal content and put it behind a paywall on their Patreons (this has happened to me), and just by modifying the VAR files. Now imagine if they could be exported so that they could be edited and they could say they made them from scratch.
 
Hi Metix.
I'm sorry, but I can't be of much help with importing from other models. I make all the clothes for G2F or G2M and I don't import clothes due to copyright issues. I don't know if this guide will be useful to you.


Perhaps manual adjustments should be made so that the clothing fits the G2F body, rather than using something automatic that is aggressive, such as R3DWrap.Perhaps looking for a bridge (G8 to G3F, for example) in Daz's store.I make most of my clothes in Marvelous Designer, and I can export them to any model, from DAZ G8, G9 to Skyrim and Fallout CBBE bodies, for example.

Correct me if I'm wrong, just so we're on the same page.

Topology refers to the shapes that make up a 3D model, and unless the mask is extracted directly, the clothing will not have the same topology as the model.

View attachment 537337

In this case, the withe wireframe is the topology of the G2F, and the clothing has a gold texture.


If you look at this swimsuit, you'll notice that it has problems because it's too far from the vertices. The solution is to make a Sim texture, which can also be used to unwrap the vertices so that they don't deform.



View attachment 537336



1724686053-jpg.403481

Bad Wrapped

1724686065-jpg.403482

Wrapped fixed with a sim texture


I can guess that the clothes you want to import have very low density and that's why they get so misshapen.I recommend using Blender's subdivision surface modifier, and keep the corners in the Boundary Smooth options.


I don't like that. I hope that for Vam 2 they fix how clothes are imported. I know you can already import clothes in the Beta, but I don't want to convert/make clothes until it comes out of beta.

1.png

Looks nice, but when you import in Vam Looks like this:
1.jpg


This will never happen. There are users who steal content and put it behind a paywall on their Patreons (this has happened to me), and just by modifying the VAR files. Now imagine if they could be exported so that they could be edited and they could say they made them from scratch.

Thanks a ton. I'll experiment with a sim texture for trouble spots. I've used sim in some of my other clothing, but for parts that are free flowing. So question for you, what amount of red would you use for something like the example you posted? 0.5? 0.7? (out of 0-255). I still want it to look like it's wrapped, but have enough sim to not get deformed.

Thanks again,

- Metx
 
In my workflow, I don't use 0~255, I use the following color for full sim texture, I think it has a good balance between real fabric and physics collision .

Captura de pantalla 2025-10-30 121003.png
Captura de pantalla 2025-10-30 121012.png


You can modify it by increasing the values slightly. If you have difficulty seeing, you can add 100% blue.

I recommend you watch this video, in which I edit the sim textures and check how they look.


I think it's not just adding a 0.7 or a 0.5, it's more a bit of experience. In this case, I used various brush intensities to create a gradient and give the swimsuit a good sim texture.

Captura de pantalla 2025-10-30 124242.png
Captura de pantalla 2025-10-30 124258.png


If you have any questions, please let me know.
 
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