Fuse
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How to Create New Clothes
By Blackant Master
Do you want to add more contents to Your Fuse Characters ?

Easy, just follow this tutorial.
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The Base
Before starting creating Clothes, you know some knowledges.

The first one is simple:
If you design your cloth for a Man, you must have a man model, it's for a woman, you must use a woman model.

Because man and woman doe have different shapes anatomy, you may have clothes interpenetration with the skin witch is not what we want.

The man model base to use is ManFitA.
The Woman Model base is FemalFitA.

You can simply create them in Fue and export them as .obj.



Be sure you don't touch any parameter and Reset everything to 0.



Export Model as .OBJ Ctrl+E
You can set any parameter for this export as you like it to be, you don't need anything else than the model itself, without material and textures.
Use Blender to create your Cloth - part 1 : base mesh
In Blender, import your model .OBJ.

You can delete the Cube, light and camera already in place to keep Collection clean.


The size of the model may seems to be big, we will keep everything like that for now, don't touch the scale.

Duplicate the model and hide the original one, you will need it to keep a reference for your clothes tests.

On the copy, go in wireframe view mode, from face and select the undesired parts and delete them.


You may also do the same on the Side view and repeat the operation to remove undesired parts.

Clean the resulting mesh, remove undesired polys and bad loops, to keep the global aspect as smooth as possible for sculpting. for exemple, i remove the ears because they are doing more poly for nothing, and also inflate the cloth too much.



Now the base mesh needs to by symetrical, so i use a miror with a solidify modifier.
Keep in mind that when sculpting, if your mesh is to thin, you will have difficulties with brushing reliefs. a good Thickness is important here.

We are ready to start sculpting it in Step 2.
Part 2 : Sculpt in High poly
The sculpting room is the right place to do that.

So you must start working on your model, use remesh tool to find the right resolution, to get the base result between performance and quality.



Once the base is done, you may add more details to it, for exemple, laces, rings and zip.

to create laces i simply start witch a cylindre and deformate the middle.



For the Zip it's a bit more complex. We need many parts, middle ones will repeat along.
So i create 4 models:




To finish the zip, now you must use array modifier and repeat the shape a few times.



and the next step is to add a curve to control the array zip the way you need it.
You may assign Caps to attach object on start and end of the curve.
Part 3 : retopo
Of course using high poly directly would be nice but unmanageable for the game engine, nor than for Fuse, and you still don't have any color.

This is why you need to make a low poly version of your cloth.

You may find BSurface addon in Blender and find a video on Youtube to learn how it works. No worries, it's easy.

For the Zip model, you will have to simplify it a lot to avoid any crash in fuse; and to unwrap and paint it, it's way faster.

possilities to consider here:
  • cutted geometry flat, no need of additionnal transparency alpha but a bit more vertices count;
  • A simple plane from top to bottom using an alpha, lighter...
it's up to you to take the decision.

To make a great unwrap, keep parts separated with logic and enough distance to understand what correspond to the mesh.



Once your unwrap is done, you can now Bake the normal map from High poly ref to low poly version.


And now, finish by adding simple flat colors over your mesh.



The main fabric is by defaut the red channel in fuse, but it's just a name, so it can be easily changed during import setup.

Colors totally depend on your needs, for example i separated inside and outside the model with red and blue, but in fact if you don't use it in Fuse you may copy / paste the same material.
So the tip here is to think more as "the more capabilities you give to your cloth parameters, the more content you'll can extract from fuse later on".
part 4 : Import it in Fuse
The last step is the most simple and straitght forward.

Export your model and textures from Blender, as .Obj and .png for images.

and in fuse, select Import > Clothes .

In this panel, all links are dead. Fuse is old, and saddly deprecated.
First of all select your new cloth mesh from folder.


Now you can define more parameters to keep your Fuse organised.

The first category will be used to split your clothes by thematic.


Select the right Item type, cloth or Hairs, to set the right shader material that will be used over your mesh.
The cloth can use 8 layers instead of the hairs so it's important to keep the right option for this.
If your hairs model is using object(s), it may be good to set it as Cloth, make a test if you are not sure about the result.

Set the Base Body on witch the cloth should start blending. usually maleFitA or FemaleFitA because we started over them.

Once this is done, You can set different tags to your clothes to quickly find them in the search engine.


The next step is to link all your created Textures the shader will use on your model.

And finally you must give a name for each color layer you planed to use on your model.


Now you just Click Finish Button, and Fuse will prepare your asset to be usedon any character you will create!



Fuse is crashing
This may happens when you tried to create clothes and did something wrong or need some adjustements.

This points needs to be verified:

  • Check your geometry. Too many vertices and polygons can cause problems. Try to scale down the number of polygons.
  • Textures size should be small, if you made an 8K file size, or 16k, reduce it to a maximum of 2k.
    Don't forget that Fuse is old and deprecated and doesn't benefit of new recent technologies.
  • Verify your geometry and be shure that there is no loosing edges/vertices before your export
  • check your UVs, try to avoid overlapping or bugged UVs that can be set to 0,0, witch will be visible sometimes with a long line over your texturing.
  • Try reimporting again.
  • try to simplify your concept.

I hope this helped you and I espect to see more contents created with Fuse.
enjoy !
4 Comments
ROLL-LXX 18 Sep, 2024 @ 3:45am 
This is very informative, thank you so much!
L33 11 Jun, 2023 @ 8:20pm 
very nice.
opal 16 Mar, 2023 @ 6:43am 
good
Wishlist my game Lume 15 May, 2022 @ 11:01am 
Thanks easy to follow