---
title: 3D Mapping - Clothing
slug: studio-guide/3d-mapping-clothing
docTags: 
createdAt: 2024-09-02T08:34:13.132Z
---

## STEP 1 : Editing the UV

When you have completed modeling, select the object and select UV Editor from the UV menu on the top.

![2697](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-frxes3WFnFQKjjXw7Qs4D-20240904-102326.jpg)



In the UV Editor screen, select Create > Camera-based to change the form of the UV and cut the UV.

- Cut the UV as you would cut a piece of clothing following the sewing pattern to make the process easier.

::embed[[https://www.youtube.com/watch?v=4Tgwn5McVIo](https://www.youtube.com/watch?v=4Tgwn5McVIo)]{url="https://www.youtube.com/watch?v=4Tgwn5McVIo"}



- The created UV can be saved by clicking the camera icon on the top of the UV Editor.

![1757](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-9B8CeIq1zj2cQjLjF7qNt-20240904-102326.jpg)



:::hint{type="success"}
**👍&#x20;**&#x59;ou can only use 1 UV for outers, tops, and bottoms. Only in cases where the object is large you can use 2 UVs, such as making a set of clothing.
:::



## STEP 2 : Creating a texture

Open the saved UV file in Photoshop and start the texture process.

::embed[[https://www.youtube.com/watch?v=4Tgwn5McVIo](https://www.youtube.com/watch?v=4Tgwn5McVIo)]{url="https://www.youtube.com/watch?v=4Tgwn5McVIo"}



- When you are finished, save it as a .PNG file.

:::hint{type="success"}
**👍&#x20;**&#x57;hen creating a texture, it is recommended that the image size be 256 x 256 pixels. The maximum size possible is 512 x 512 pixels.
:::



Load the created texture in Maya and apply it to the object.

![2697](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-VC7PuRs9KVLLj7qPcF_c0-20240904-102326.jpg)



When the process is over, unlink the texture.

- The texture will be linked in Unity after all other processes are completed.

:::hint{type="success"}
**👍&#x20;**&#x49;n order to make connecting in Unity afterward easier, designate the shader name with the suffix \_shd behind the object name. ex) TOP\_shd
:::



Remove the BTM\_Guide which served as a guide during the modeling process.
