Editing 3D Object Export Settings
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For information about how to access these settings, refer to Exporting Garments as 3D Objects.
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For more information about exporting for use in third-party software, refer to Exporting to Maya or Cinema 4D.
Settings
The available settings depend on the version you are using:

You can configure the settings for the exported 3D object as required, as detailed in the following table.
Label | Description | |
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1 |
3D Camera Views Use these settings to: ![]()
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2 |
Presets
For more information, refer to Saving Export Settings. |
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3 |
Click
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4 |
Avatar Select Include Avatar to include the avatar in the exported 3D object.
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5 |
Geometry
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6 |
Textures
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7 |
UV
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8 |
FBX Settings
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9 |
Advanced Settings Toggle
*Note: Disabled if either Single UV Layout Per Piece or Single UV Layout For All Pieces is selected. Click
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10 |
Colorways Select the colorways you want to include:
Multipack (Combine into a Single File) Only enabled when there are two or more colorways selected. Select to have the images for all colorways included in one file. |
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11 |
GLTF Settings Note: Only displays if 3D Format is GLTF.
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You can configure the settings for the exported 3D object as required, as detailed in the following table.
Label | Description | |
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1 |
3D Camera Views Use these settings to: ![]()
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2 |
Presets
For more information, refer to Saving Export Settings. |
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3 |
3D Format Click
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4 |
Include Avatar Select to include the avatar in the exported 3D object.
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5 |
Layout UV If selected, UV is rendered per shape. For more information, refer to Layout UV and Native UV. Note: Not available for BWO and VRSCENE file formats.
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6 |
Native UV If selected, UV is rendered per attribute. For example, seam, thickness, and so on. For more information, refer to Layout UV and Native UV. Note: Not available for BWO and VRSCENE file formats.
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7 |
DPI The DPI to be used. The default is 150. The higher the DPI, the higher the resolution quality. |
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Pixels Note: Only available when Layout UV is set to All Pieces. The default value is derived from the DPI setting. By default, the width and height are dynamically linked. If Layout UV is set to:
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9 |
Advanced Settings Note: Not available when 3D Format is set to BWO or VRSCENE. Refer to Advanced Settings for more information. |
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10 |
Colorways Select the colorways you want to include:
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11 |
Multipack Only enabled when there are two or more colorways selected. Select to have the images for all colorways included in one file. |
Setting | Description |
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FBX Version |
Click to display a list of the available values:
Select the value which is compatible with your third-party 3D software. Note: Not available when 3D Format is OBJ. |
FBX Type |
Click to display a list of the available values:
Select the value which is compatible with your third-party 3D software. Note: Not available when 3D Format is OBJ. |
Scale |
Select the appropriate scale. |
Up Axis |
Select Y or Z. |
Use Material Names |
Selected by default. Adds the name of each material to the geometry exported in the file. If cleared, material names are not exported. Note: Disabled if Layout UV is selected. |
Use Pattern Pieces Names |
Cleared by default. Select to add the name of each pattern piece to the geometry exported in the file. If cleared, piece names are not exported. |
Embed Offset |
Embed Offset - select to embed offset. Note: Disabled if Layout UV is selected. |
Convert BMP to PNG |
Select to convert BMP to PNG. Note: Disabled if Layout UV is selected. |
Zip Export |
Select to have the exported 3D object file in ZIP format. |

You can configure the settings for the exported 3D object as required, as detailed in the following table.
Label | Description | |
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1 |
3D Camera Views Use these settings to: ![]()
![]()
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2 |
Presets
For more information, refer to Saving Export Settings. |
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3 |
3D Format Click
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4 |
Include Avatar Select to include the avatar in the exported 3D object.
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5 |
Textures Resolution The DPI to be used. The default is 150. The higher the DPI, the higher the resolution quality. |
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6 |
Layout UV If selected, UV is rendered per shape. For more information, refer to Layout UV and Native UV. Note: Not available for BWO or DXF file formats.
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7 |
Native UV If selected, UV is rendered per attribute. For example, seam, thickness, and so on. For more information, refer to Layout UV and Native UV. Note: Not available for BWO or DXF file formats. Click
Select the appropriate setting:
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8 |
Advanced Settings Note: Not available for BWO or DXF file formats. Click
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9 |
Colorways Note: Not available for DXF file formats. Select the colorways you want to include:
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10 |
Multipack Only enabled when there are two or more colorways selected. Select to have the images for all colorways included in one file. |
For additional information, expand the following:

VStitcher 2019 April Edition and newer
When exporting a 3D object using Autodesk FBX (fbx) or OBJ (obj), the following maps are exported:
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Diffuse
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Specular
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Normal
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Displacement
When exporting a 3D object using Browzwear PBR FBX (fbx) or V-Ray Scene (vrscene), the following maps are exported:
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Diffuse (alpha included)
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Specular
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Roughness
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Normal
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Displacement
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Metalness
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Subsurface
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Specular
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Sheen intensity
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Sheen tint
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Clear coat
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Clear coat roughness
VStitcher 8.0
When exporting a 3D object using FBX/OBJ with the Layout UV option selected, the diffuse map is exported. The specular and normal maps are not exported.

This setting determines how 2D textures are applied on to a 3D object. The following information is a general guide to help you choose the correct format.
Native UV
Using this setting maintains the same texture and geometry structure of the original. For example, it separates out seams, thickness, and fabrics to different layers, and uses tiling for texture images. This setting exports what you see in VStitcher or Lotta. It includes a substantial amount of pieces, elements, and so on.
Use of this setting is typically best for automation, or analysis of data.
Layout UV
Using this setting generates a simplified structure without layering. Textures are created whole without tiling.
Use of this setting is typically best for games and animation in other systems.

There are different naming conventions for Layout and Native UV.

2019 August Edition and newer
When exporting a 3D object as FBX/OBJ with Layout UV, certain naming standards are applied.
Material Maps
The following file suffixes are used for the different material maps:
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PBR FBX
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Diffuse: _basecolor
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Specular: _specular
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Roughness: _roughness
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Normal: _normal
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Displacement: _displacement
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Metalness: _metalness
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Subsurface: _subsurface
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Autodesk FBX
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Diffuse: _basecolor
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Specular: _specular
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Normal: _normal
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For example: jeans_normal.
Geometries
The following file prefixes are used for the different geometries:
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Outside: outside_
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Inside: inside_
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Thickness: thickness_
For example: outside_piecename_pieceID.

2020 January Edition and newer
When exporting a 3D object as FBX/OBJ with Native UV, the following standard naming convention format is applied:
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<Material type>_<Material name>_<Piece name>_<Piece ID>_<Identifier>_<Location>
For example, a front piece of a pair of pants might have the following geometries:
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Fabric_Denim_PantsFront_5_1_Outside
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Fabric_Denim_PantsFront_5_2_Inside
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Fabric_Denim_PantsFront_5_3_Thickness
For details of each of the parts of the naming convention, refer to the following sections.
You can configure the naming convention format in the Export 3D Object Advanced Settings.
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<Material name> is only included when you select Use Material Names.
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<Piece name> and <Piece ID> are only included when you select Use Pattern Piece Names.
For more information, refer to Settings.
Material Type
The material type is one of the following:
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3D Trim
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Attachment
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Design (see following note)
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Edge
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Piece
Material Name
Reminder: Only included when you select Use Material Names in Export 3D Object Advanced Settings.
Piece Name
The name of the piece or attachment as displayed in the 2D window. For example, PantsFront.
Piece ID
Identifier
A unique numerical identifier to differentiate between geometries that have the same name as one another.
Location
Where the element is located on the garment. One of the following:
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Outside
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Inside
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Thickness
For example, Outside refers to the outside of the garment and Thickness refers to the thickness of the material.