> For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.gta.clothing/cloth-modding/complete-walktrough/chapter-3-prepare-and-edit-the-model.md).

# Chapter 3: Prepare and Edit the Model

## Inspect Before Editing

Save a new `.blend` version, switch to the High LOD and inspect the component with the diffuse texture visible. Use `Shift + V` to switch through the imported LODs and note which slots the reference actually contains.

Imported meshes may contain intentionally split vertices at UV seams, material borders, sharp edges or vertex-color boundaries. Do not run **Merge by Distance** over every mesh automatically. If you need connected topology for a specific edit, use a small distance on that area and compare the UVs, shading, weights and material borders before and after.

The official [Sollumz LOD Editing documentation](https://docs.sollumz.org/documentation/drawables.ydr/level-of-detail-lods-editing) shows the current LOD visibility and editing controls in more detail.

## Make a Small High-LOD Edit

For this first exercise, make a simple change such as shortening or removing the sleeves from the reference JBIB:

1. In Edit Mode, select the sleeve faces without changing the torso or material border.
2. Delete the selected faces.
3. Build a clean edge loop around the new opening.
4. Add only the inner or closing geometry that can be seen through the opening.
5. Recalculate the new faces outward, inspect them with Blender's **Face Orientation** overlay, and enable **Backface Culling** to check the result.
6. Check that the new faces use the intended material, UVs and vertex colors.

The correct way to close an opening depends on its topology. [Backface Culling](/cloth-modding/backface-culling.md) explains why leaving the back side exposed causes holes; Blender's modeling tools are covered in its [Mesh Editing manual](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/index.html).

## Check Weights and Shading

New or moved vertices still need useful weights. Pose the imported armature and check the shoulder, armpit and torso around the edit. If the surface stretches, collapses or stays behind, correct it in Weight Paint mode. See [Rigging and Weight Painting](/cloth-modding/rigging-and-weight-painting.md) instead of trying to solve the full weighting workflow inside this chapter.

Inspect the smooth/sharp transition around the new opening. Mark an edge sharp only where the garment should have a visible hard break; do not mark every new edge.

## Update the Lower LODs

The Medium, Low and any Very Low mesh should show the same major design change. Either repeat the simple edit on each existing LOD or finish the High mesh and create repaired lower versions from it.

Lower LODs do not need tiny details that cannot be seen at their intended distance, but they should not bring back a removed sleeve or expose a large hole during the transition. Follow [Levels of Detail](/cloth-modding/levels-of-detail.md) for optimization guidance.

{% hint style="warning" %}
Durty Cloth Tool can report a model with no LOD data and excessive triangle counts, but it does not verify that every intended LOD slot exists or validate topology, face direction or per-vertex weights. Finish these checks in Blender and confirm deformation again after export.
{% endhint %}

Save the edited `.blend` as a new version. Continue with [Chapter 4](/cloth-modding/complete-walktrough/chapter-4-export-add-to-dct-and-test.md) to export and add it to Durty Cloth Tool.
