> For the complete documentation index, see [llms.txt](https://guide.swiftxr.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://guide.swiftxr.io/plugins/style3d.md).

# Style3d

<figure><img src="/files/INDB0pZ60dw3s4RUBj7g" alt=""><figcaption></figcaption></figure>

This guide will walk you through the process of exporting your Clothing from Style3D to SwiftXR for VR and AR experiences. Each step is explained in detail to help both beginners and experienced user

Before starting, ensure you have:

\- Style3D Studio installed (They have a free version as well as a 30 free version for the complete software) <https://www.linctex.com/products/studio>

\- [SwiftXR account](/introduction.md) [ https://home.swiftxr.io/](https://home.swiftxr.io/)

## Step-by-Step Process

### 1. Once you are done with your cloth creations, please check the following below.

* If you have trims that you use the topstitch functions to create. Please make sure the type is OBJ for the front,Leave the back on check and make sure the type is TEXTURE.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXesK7MKMbZY3WGsshoTnle_uQAiHf1OmsmHzjuoqn12HTiV5afbzqtNqbWsv7EkbLVFrG06LZfDHKpcWsXDs31-rhec_M0LtAjPtSjvp9gqBuF8vkfrop5EbsaGB-LJZLZnoFyL?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf9WYKIgEnMuoFMI6r9DYyOkgyzTrhML7WgsXGCdwkIMs4ApkKCsnL8ZRKPQcqqFf1U7e3DEUn2jHvXPUi5q1RlcKqtzIXiPxXYyrbgugjjdQCcQYu-hyWWIE8b841ToKVYdOYgYg?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

<br>

* If you have topstitch that are just topstitch and not trims, please make sure the type is TEXTURE for the front and check same as front for the back

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeZUGVNjpYCoeHkJm414BH6VaFoAizrkM6pj4ZfwdC0VtrSlkq_kYHOt1ouKZ26NA75XC-4ohWllCSJ9DJmEs6DhC6Zzd8VC9_2zeTmlgu-wJ91hZF1Th6T3vqcu-pdY8pPcBjSRg?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXexYYzgJjfSkOJJLwXnHf_uT1hyCDHzGcihx2OQ1v5fYyAOlhJlMG4YS3yHGhVMtXkBKEYWTzqGfcgVKFZjuUxyH2aUlkA0W_cOBe4QDwnRgPKjvLf-druWjU_RCpxnK7PF1GJbhQ?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

\ <br>

### &#x20;2. Uv Setting

* Go to Tools on the upper part of your screen > then click on the UV editor.You should have something like this, see image below

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXen96W3idjlvv_KFN_YcpLKlq-aBqpRvym8lGReSZ8ly6ILP93aki7-Zoc68WtImaCOT30D9Wn4-0KMIqCQEdHJ_71oGobHBTcQOOuyYLQzFaW9hToLI2gLYvT4BiYa1Zz06M6aTg?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* You need to arrange the UV into one single UV tile, there are three methods

1. Method One - Manual select all the UV patterns, scale and resize to fit one Uv box, make sure they are scaled all at ones and noon is outside the UV tile or touching each other within the tile.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcgqJqSjnCr2FgOYxT5WGbrdtmXoXZoTZu1Mu1Ut1054PG6ppp3sOfFYRIGg4rRQ5-HsXOw8XaZFOIVyUppTNcbYIr5f9Bc4MPYoI8YljzEm__l0Rdj1UyajDJNge-QFUuApXUD?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe9vi50Q--x9zbHj9Klk00WO3V-4d3143akG0ZYRPyUJW4N96mBq9ucbKIzZT76VmFteODIVENfR5YwVOi3kgV2h1M_KhWyWTU4MYkYjZ9mdL3nbYOky_TjtnKZuwcLhdvFK-v7?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

2. Method Two - Go the upper part of your UV editor and click on Layout, see image below.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfUAki2KfnTlyk796x8hWSbvpisax4bhO4s1MScl_VyOiWXwLVHFINsBV0CV94umMhBiZN3QxGmg993gn8mGalGhEQnkBIpsJo3CX9IsLZxhZ-grNvIzz0wKkZWRlWh7TUlK_ZW8g?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

3. Method Three - Right click on your UV editor window and click fit all uv to 0-1.

   <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdtrTg9YLZ99LnbWs5pnF5m7iYoL1hllkKG7v26gNY3qPM6TLdEdGee9kzTkM5A0dBfkO9ZV_gNEWH234fYFCmLZDZVGkjYSyaZp2YkzDQLBE8pmGkwLJVRfWP_8lfXSn6Supv6Vw?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc674ja6DCWPgxZsXzLzvk_OMsLDVqN2-F3zcLJvZiy-LYJrnKDNRD7ZLvJ7tieoYEGkiw8bbi0lf0WlNQIDP8W-CBKC7fWAQOxUtTLVaOBf7bGhQhT8itByLYNo7pm-D9L0EBxKQ?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

## 3.  Export as GLB

* &#x20;Go to File > Export > GLB, Choose where to save and give it a name.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd6fr2ExMbclh2_pWp8ZBaXGUDSbIHyaQ4GDxgo2DWbL85g1Q00rpNZhb0JrB83zXojIaBHIgD0H973QvxZS9qDuFHgpSWLR0jY_fpKcPSuYYwgVPiEnM8NXoGb_5pzR1hsDWst5A?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* The GLB export settings will poop out, check out
* * Check out all props and all avatar
  * Make sure it is set to Thin
  * Under option choose Simplify Mesh
  * Check unified UV Coordinates
  * Check baking all map, for the size it is advisable you use 1k so as to export a low poly mesh
  * Make the scale CM and 1.00%
  * Check save with Texture Files (ZIP)

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeNVF05Dt8oyAUnjYkkaTQfURQoS-E77_IlAu_iNeyVwladdJQRYbrfwj7i6chLOTW0Ajy8-vBB0NLtssCXOV4IxiZKPTebfWDTzp8fB2dOK4q8KkTu7z4t9RDDGqU8d2pEFLXPnQ?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

<br>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdHyoT-j66IjMHE_DYvNY_9VKPs62a20T8MNZieyIG-xFmN4Amd6r4PXt4_94Axgd6Bc_6Z64CvNSv9pbID0bfdEwyhbL4rSnTcSjPibG3pzSo0jQzc-JavMbRD7GoXUzlNoWMGxA?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* After making sure the settings are similar to the above, click Ok and export.&#x20;
* Go to where it exported and unzip to see your GLB

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdQmzftfW_IfqmpTOclnj0yU3UXVq7-jgYqY_6TjdjbRlqqtU1K1NfA1jcMr3LrDJ7zZA8gcrLX31sSctOC2O1gXWiHFJtZgrCZKlM0WaNOujP4nv5eFwvwm6Jz7C6uSPHg0YiuVA?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

4\. Import to SwiftXR

* [Create a new project](/creating-a-project.md) in SwiftXR, see how to create a project [here](/creating-a-project.md)&#x20;
* You can either Drag your model and drop it on the SwiftXR Canvas or you go to File > Upload&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcqRxntv7uf1Lsk4XP9_N8v6dwu4DtE4kdDpBip19H4qPZ5beM-Ikc4fFNcXbqrIkxcHfsSacEu56Pi5kL5FbfrrpxaW7acCZ_aCGw28LxRf5_5CJrnbMO6uA2KUrRw-N5NcJJ6wQ?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* You will get a warning sign if your model is more than 50mb so it advisable to keep it at 100mb so following the export setting from style3D is crucial to achieve this, Click on proceed.<br>

  <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeB_vMsMgWRVHo5g1rEqb-yiotvX6mCGKedO0R--YUOJS9q2BmArCGkSQfCgUQ2ndRZExSjvL2QGKBeGzx0ukRSHJspC-hgjh96Z4dPvoQN-ZoQ-vwfMEqpCD-KyBiOlshd49Z8Fw?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>
* &#x20;Once imported, carefully check your model in SwiftXR. Verify that all parts, textures, and materials appear as expected.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe3D_PQOwok2S-P_J7G7jBF0Y5JVBP9GdKNcVgOVOzwfN6K92AyIU_swpdCNKGoIULUw8Evd7wMyWDM0DASg8GLFrXyzv4xVlBxJXFZK2vi0frCFWkVsGLaGAlej3Q0yrgbqVNHAg?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>


---

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