top of page
Search

Wearables for the Metaverse (1)

  • Writer: Angel Light
    Angel Light
  • Aug 3, 2025
  • 2 min read
Dual Level of Detail Method
ree

Since the emergence of NFTs in the blockchain industry, generative art, user-defined PFPs, and specialized characters within the metaverse have become a trend.


Most users use design software like Marvelous Designer to create stylish costumes for games. However, to showcase their designs in the Metaverse, they still have to overcome a high level of technical hurdles. This includes mesh integration, UV arrangement, material settings, and rigging, which can be overwhelming. Even if you can use Blender, which is free in this day and age, converting models to the Metaverse's complicated specifications requires a lot of manual work, which is a decisive factor that discourages many users who want to become UGC creators. This is why I decided to create a fully automated process.


Meshwork | Dual Level of Detail

Since the model will be output to a real-time environment, in order to allow users to easily maintain the shape of the costume while keeping the number of triangles within 4,000 to 8,000, we ultimately decided to have the CAD application output a separate low-poly model of the original costume model.

Unless you use seam detection, the decimation process will destroy the edges of the pattern, so it's best to avoid it.
Unless you use seam detection, the decimation process will destroy the edges of the pattern, so it's best to avoid it.


Material | Adaptive Normal Detail

Another benefit of preserving the pattern is that it makes it easier to convert geometric information from the original model into a normal map without the need for raycasts.

Convert the original shape of the original model into a multi-resolution low-poly model
Convert the original shape of the original model into a multi-resolution low-poly model

Materials | Additional Details

Part 1: Pseudo-thickness

Even if the original model is thick, when it is drawn, there are comments such as "the seams are not noticeable, it's not satisfying," so let's take advantage of the benefits of UV arrangement, which maintains the outline of the pattern.

ree
6,000 triangles and a 512x512 resolution normal map
6,000 triangles and a 512x512 resolution normal map

It feels like it adds a false thickness, giving the costume a sense of volume.


Method 2: Diffuse mapping with AO + Curvature for non-PBR shaders

For PBR rendering environments where the albedo represents the specific color, a diffuse reflection map for shading was created, as there are various reasons for using the classic Unlit shader or Phong shader. Since the original model already had geometric details, the AO and curvature map were overlaid to create a texture that emphasizes the three-dimensionality of the wrinkles.

The shape of the clothing can be expressed well even in non-PBR environments
The shape of the clothing can be expressed well even in non-PBR environments


 
 
Gmail_icon_(2020).svg.png
  • alt.text.label.LinkedIn
  • alt.text.label.Facebook

©2024 enzoviz

bottom of page