Key Takeaway

  • CLO supports 2D pattern creation and editing alongside 3D garment simulation, with 2D window modifications synchronizing automatically to the 3D window.
  • CLO’s four garment fit maps and accurate-fabric simulation mode give teams specific views for reviewing simulated fit and fabric response.
  • Rendering, USD and Omniverse workflows, and rigging tools support visualization and file handoff; teams should confirm the formats and options available for their setup.

CLO brings 2D pattern creation and editing together with 3D garment simulation. Teams can adjust a dart, reshape a neckline, or test a different fabric weight, then review the simulated result before cutting a sample. CLO also offers visualization and file-handoff options for work that needs to move beyond garment review.

Checking Simulated Fit and Fabric Behavior

CLO gives teams several ways to review how a garment hangs and stretches on an avatar before they order physical yardage. Fit Maps, pressure views, and material controls add useful detail to the 3D simulation.

For a more specific read than the 3D view alone, teams can use CLO’s four garment fit maps:

  • Fit Map shows garment tightness, including areas marked as unwearable; Pressure Map shows the external pressure garments exert on the avatar.
  • Stress Map shows force along the fabric grain per unit area, while Strain Map shows the garment’s stretch rate as a percentage.

When you are comparing different textiles on the same block, the Strain Map gives you two ways to read stretch. Global Mode applies an identical scale across all fabrics, while Fabric Mode applies a wearable stretch limit that is either calculated from physical properties or adjusted manually. To represent fabric stretch more realistically and run a more precise garment simulation during these checks, you can switch the simulation mode to Fitting (Accurate Fabric).

Simulation results depend on the fabric inputs and how the garment is tested, so they don’t guarantee physical fit or comfort. Used as part of a broader review, these tools give teams a focused way to compare garment and fabric options before sampling.

Moving from Sketch or Pattern to 3D

Starting a style from a rough concept or an existing block takes different routes depending on what sits on your desk at the start of a season. If you prefer to build directly on the form, Sketch on Avatar lets you draw garment lines on an avatar and convert those lines into pattern pieces. This tool covers sketching directly on an avatar rather than automatically converting every technical flat sketch into a pattern.

If you’re starting from a 2D reference image, a sketch, or a text prompt, AI Pattern Drafter can generate a starting pattern. A technical designer should review and simulate the result before treating it as ready for production.

Once your pattern pieces are on screen, CLO links 2D pattern editing with 3D garment simulation. Changes made in the 2D window synchronize automatically with the 3D window. If you edit a pattern while simulation is active, the simulation stops; you can then run it again to review the updated garment on the avatar.

Rendering and Exporting to 3D Pipelines

After internal review, teams may need the garment for a line sheet, a collaborative 3D scene, or a real-time engine. CLO offers rendering, USD and Omniverse workflows, VRM, EveryWear rig workflows, and 3D exchange formats; check current format and plug-in support against your pipeline.

For teams passing assets between 3D environments, CLO’s documented workflows include:

  • You can manage and preview USD layers, export USDZ files, and exchange USD data through Omniverse Connect.
  • You can import and export cameras with FBX and glTF/GLB files, and import OBJ files while preserving their original UV and material information.
  • When preparing garments for rigged characters, EveryWear lets you optimize the garment and save it as an FBX file, delete unnecessary rig joints, or mirror weights between symmetrical patterns.

Comparing 3D Apparel Workflow Capabilities

CLO brings 2D pattern work, 3D simulation, fit review, and file handoff into one workflow. The table compares those capabilities with Browzwear VStitcher and Style3D Studio.

Software2D Pattern & 3D Simulation WorkflowSimulated Fit & Diagnostic ViewsRendering & 3D Exchange Formats
CLO2D pattern creation and editing alongside 3D simulation; 2D edits sync to 3D; Sketch on Avatar converts avatar sketches into pattern pieces; AI Pattern Drafter creates starting patterns for technical review and simulationFit Map, Pressure Map, Stress Map, Strain Map (Global and Fabric modes), material controls, Fitting (Accurate Fabric) modeRendering, USD/Omniverse, USDZ, VRM, EveryWear FBX rig workflow, FBX and glTF/GLB camera import/export, and OBJ import with UV/materials (confirm current format and plug-in support)
Browzwear VStitcherImports DXF files; simulates garmentsTension map (color-coded based on fabric physics), Pressure map (shows pressure via colors around areas like shoulders and bust)Creates a render after simulation finishes; exports Autodesk FBX, Browzwear PBR FBX, and USD (from Version 2024.2)
Style3D Studio2D window for pattern shape and sewing-line editing; 3D window for avatar fitting and simulationBody pressure, garment stress, garment deformation, thermal insulation analysis, and clothing section during virtual fitting3D window rendering; lists OBJ, GLB, and FBX as export formats

Sources: Browzwear Help Center; Style3D Studio Help Center.

FAQ

Can 3D fashion software help reduce sample corrections from pattern errors?

They can help teams see how pattern changes affect the simulated garment before moving to a physical sample, giving them an earlier opportunity to review the design.

Can AI generate production-ready garment patterns from a sketch?

AI Pattern Drafter can create a starting pattern from a sketch, image, or text prompt. A technical designer should review and simulate the output before using it for production.

How can I prepare a 3D garment for clean FBX export with rigging?

CLO’s EveryWear workflow lets you optimize the simulated garment and save it as an FBX file. You can also remove unneeded rig joints and mirror weights across symmetrical pattern pieces before handing the file to a downstream rig.