An Ezio Auditore-inspired outfit from Assassin’s Creed, recreated in CLO3D.
This project explores digital garment construction, intricate pattern development, and material detailing to capture the distinctive silhouette and layered design of Ezio’s iconic attire.
The focus was on translating a recognizable game character outfit into a detailed 3D garment while exploring CLO3D’s capabilities for garment creation, texturing, and visual presentation.
Exploring Colour Variations
Using CLO3D's colour and material editing capabilities, four different colourways were explored using the same garment construction. This allowed the outfit's visual identity to be adjusted through colour and material changes while keeping the underlying garment unchanged.
Fabrics, Belts, and Interacting Garment Layers
The outfit was constructed from multiple individual garment components, including hooded layers, inner garments, skirt panels, belts, pouches, trims, and topstitching. Rather than manually modelling these elements into a single form, the garment layers were simulated together in CLO3D, allowing the fabrics and overlapping components to interact and influence one another during simulation.
Managing these multiple layers within a unified simulation required careful attention to garment arrangement, collision behaviour, and the interaction between soft fabrics and more structured accessories. This approach produces more convincing draping and layered garment behaviour, with each component contributing to the overall silhouette.
The trade-off is increased simulation complexity and polygon count, as the individual components must be maintained and simulated rather than simplified into a single surface.
Fabrics, belts, and overlapping components
The individual garment layers were simulated together in CLO3D rather than manually modelled into a single form.This allows the fabrics, belts, and overlapping components to interact naturally, creating more convincing draping and garment behaviour.
While this approach provides greater realism in the way the layers sit and interact, it also increases the overall garment complexity and polygon count.
360° Turntable Render
A 360° turntable rendered in Blender, showcasing the outfit's silhouette, layered construction, and details from all angles.
UDIM Workflow & Surface Detailing
CLO3D's UDIM workflow enabled high-resolution texture export for rendering in Blender. Surface details such as leather scratches, worn areas, and fabric folds were added as graphics directly onto the 2D pattern pieces, then baked into the corresponding UV tiles.
This approach provided greater control over the placement of surface details, allowing wear and imperfections to follow the garment's construction and appear in specific, intentional locations rather than being distributed randomly across the surface.
This project explores CLO3D's native texturing capabilities as a practical alternative for developing detailed garment textures without a dedicated texturing application.
While this approach does not replace the flexibility and advanced material authoring tools of Substance 3D Painter, it offers a capable workflow for adding controlled surface details directly within CLO3D and carrying them through to high-resolution rendering.
The model is a visual development project and has not been fully prepared or validated as a game-ready asset.
Buy the CLO3D workfile here:
https://www.cgtrader.com/3d-models/character/clothing/assassins-creed-ezio-auditore-clo3d-marvelous-designer
*Credits & Disclaimer
Assassin's Creed and its associated characters, designs, and intellectual property belong to Ubisoft Entertainment and its respective rights holders. This is an independent, non-commercial project created for personal learning and portfolio demonstration. It is not affiliated with, endorsed by, or sponsored by Ubisoft.*