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Anonymous1765972151
12-17 20:10
Model Name
thobe 3d model
Tags
clothing
rendering
realistic
Prompt
“Generate a realistic full-body Saudi thobe as a game-ready 3D model with clean topology and perfect UVs for stripe fabrics. > Meshes (IMPORTANT): > - One main mesh: Thobe_Body (front+back+skirt as a single continuous cloth surface). > - Separate small meshes: Collar, Placket, ChestPocket, Cuff_L, Cuff_R, Buttons (buttons may be one combined mesh). > - Do NOT fragment the body into many pieces; keep seams only where real tailoring seams exist. > > Design: pointed collar, front placket with 5–7 pearl buttons, one chest pocket, long sleeves, one-button cuffs. Neutral pose, symmetrical left/right. > > UV REQUIREMENTS (CRITICAL): > - Fully UV unwrapped with no overlaps, consistent texel density, and minimal seams. > - UV ORIENTATION LOCK: all UV islands must be consistently oriented so fabric ‘UP’ points toward +V (vertical in UV space). > - Sleeves: unwrap so stripes run straight from shoulder to cuff (no diagonal/rotated islands). > - Body: ensure the front/back UV flow aligns so vertical stripes remain vertical across torso and skirt; place seams at side/back/underarm. > - Collar/placket/pocket/cuffs: align their UVs with the body’s vertical direction (same ‘UP’). > - Provide a UV layout image or checkerboard test to verify no stretching. > > Shading/Normals: correct face normals, smooth shading with clean hard edges where appropriate (collar/placket). No inverted normals. > > Export: OBJ+MTL (or FBX), include UVs and material slot names matching mesh names.” “Avoid” (append if Tripo3D supports it) > Avoid rotated UV islands, twisted UVs, UV stretching, overlapping UVs, inconsistent texel density, overly shiny fabric, fragmented body into many parts, baked fabric pattern into geometry. Extra tweak (if you want stripes to be perfect everywhere) > “All cloth-related islands must be axis-aligned: long axis vertical in UV space (+V). Do not rotate islands; do not auto-pack with random rotations.”
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