In this project, I am creating a dance garment within CLO. This garment will be used as avatar wearable clothing for simulated virtual worlds—the main challenge in creating a usable 3D model for interactive development. With set vertex limitation, using the CLO garment would be too hi-res for simulated play. The best workaround was to create an optimized version of the 3D garment. This was accomplished with Blender 3D. Textures for the garment were created in Substance Painter and then baked into the low-poly version. Rigging of the dance outfit was also achieved in Blender.
The video is a time-lapse proof of development.
Animated walk cycle - the Second Life Beta Test Engine was used.
Update 8/22/24:
I decided on an alternative method of optimization for the dance suit. Using Marvelous Design, I imported the garment from Clo.
Next, I used the retopology function to create an optimized version of the dance suit. This workflow allowed me to maintain the pattern design's UV coordinates when importing into Blender. The only issue I found with this workflow was that I had to combine the pattern meshes in Blender. This is an error because the WELD option was set before exporting. I am guessing that option does not apply to optimized meshes. All in all, optimizing in MD is my preference.
Timelapse of workflow 01