Hey friends, new tutorial is live! A quick taste of my Marvelous Designer - Blender workflow :-) CHAPTERS: 0:48 Blender 2.8 RC 1:11 CGBoost Launch Pad Course 1:47 Preparing the character in Blender 4:33 Marvelous Designer Intro 6:16 Making the Chiton Pattern 7:49 Mirroring the Cihton Pattern 9:19 Simulation and Sewing the Chiton 12:07 Manually Adjusting the Cloth 13:56 Changing the Fabric Type 14:34 Animating and Pinning 16:19 Making the Cloak 18:33 Finalizing the Cloak 19:33 Adding Pressure and Exporting 20:57 Importing into Blender
One piece of information missing here is that you should flip the back part of the pattern. The dark area should always be facing the avatar. Ctrl + G to flip the normals.
Yes, thank you for the note, if you want your normals to be OK right after export to Blender, this is the solution! I've gotten somewhat used to my solution, since I always recalculate the normals in Blender afterwards :-) My bad, should have mentioned that!
Dont forget, you can change the layer properties (in the property editor) to ensure the fabric stays on top when you have multiple pieces on top of one another. This way the highest layer stays on top while the lower layers stay at the bottom. Also if youre having trouble with normals remember that the dark side is the flipped normal side while the lighter side is the correct side; this can be changed in any 3d program so it shouldnt be a problem unless you have multiple pieces... Nice tut BTW, Martin!
Martin your tutorial is amazing! A fellow RTW enojyer and modder here. This will help me a lot with assets creation, particularly clothes which has been a pain to create for me having just started in the 3d world.
Just got Marvelous Designer last weekend. I'm still learning how to use the program with ZBrush & Daz Studio, but you taught me about the elastic feature & I thank you greatly for that.I am at work now, but I will be playing when I get home. Thanks a ton & great job!
Good video, especially for the workflow aspects, thank you Martin. For those wondering, the reason the back half of the Chiton shows as grey after Martin sews the pieces together is because around 8:50 when moving the copied piece to the back of the figure in the 3D viewport, you need to flip it horizontally (via right-click menu) so that the "normal" side is facing outward away from the body. Sidenote: I agree that the world coordinate setting for the gizmo is much easier to dive into BUT i wouldn't go so far as to call the screen coordinate setting "unbelievably stupid", Martin. It's just a different approach wherein you rotate your view on the figure until it's aligned with how you want to move the selected piece and can in fact be handy sometimes believe it or not!
Aaaaa, I have bunch of motivation to make animation just by watching this video! This get me out of my art block. Thank you for introducing this wonderful software for free
Good tutorial , for all those following there is a small mistake with the normals the white should be facing out and the grey facing in so rotate the back one 180.
Thank you and also thanks for pointing that out :) I work with the clothing in Blender and I recalculate the normals there after the export from MD but yes, I could have done it directly in MD, my bad :)
This is a great intro to MD, but my biggest frustration is the price-point on MD. As a hobbyist I want to experiment with making characters and clothing, but 50 dollars a month is just too much. I wish they had an option for those of us in my position.
Watched your whole video, gave it a thumbs up, and then I clicked on the link and the first thing I saw was $300 so as awesome as this is, I can only appreciate it from a far
Very nice. But aren't you suppose to rotate the back piece 180 degrees so that you get the outside of the fabric pointing out? That's what they did in the official tutorials.
You are absolutely right! I will mention this in the tutorial update I will release next week, where I will add some more techniques and correction to this one :-) Thank you!
so when i import it to MD the animation is only a morph from T pose to the final pose of the animation and the transformation happens to (moves from a to b) but all the running moves inbetween dont happen. D: i hate working with rigs and animations but i love animation. edit: nah man i gave up on this. maybe something has changed since you made the tut. i tried everything and did the exact same thing 5-6x as you showed but not fbx, nor alembic worked. think i will have to make clothes for a running character and out them on with a lot of pulling around. *EDIT* YEAH I GOT IT! when exporting the FBX i unchecked "NLA Strips" and Force Start/End KEying" under Bake Animation.
Just letting you know you saved me from so much grief! I was encountering this exact problem so thank you. However, did you also get the "could not make arrangement points" error?
*LOL* I came here to find out how he textures them and discovered right at the end that it's a 'topic for another time' ... Ahh well.. on with my search! Do none of you like to show how to do textures and colours?
During my MD exports I can only weld the pieces in Thin mode. Leaving me with paper thin odd looking clothing. If I export in thick mode/unwelded I get that thickness look, but on extreme poses my sewn seams split apart because they aren't welded. What is the work around for this? Thanks!
I'm having trouble getting the same results. My rectangle tool doesn't seem to have as much resolution as yours to start -- my curves are sharp and when I sew I don't have many connecting sewing lines, so my simulation looks super blocky. Any help would be appreciated.
It depends on model's scale. First of all, you have to check your models's scale in Blender, applying scale (Ctrl+A - scale) to all the body parts but armature. There is an error in the tutorial when Martin (thanks for your tutorial) says you don't have to change the import parameters. Indeed, you have to be sure of mark the cms. option. Hope this helped you!
Awesome video! Liked and subscribed. I'm trying to make clothes or soft armor for my son's character he wants. He's 4 so daddy has to learn a lot. Incredibly helpful. I'm using make human. I'm going to try md now Also looking at your Animation clip Video. I could use some answers to a few questions if you have time
Hello, thank you so much for these videos, they are really amazing and easy to follow even for starters. I have a doubt though, so maybe you can help. In this workflow you decide the animation first, then in blender you add the T pose to it and export the character into MD, you make the clothes and at the end you check the animation and pose your character with the clothes on while still in MD, then you export everything back into blender. If instead you import a T posing character in MD, make the clothes, export everything into blender and after all of this you upload the dressed character in Mixamo to select the animation.. will the clothes glitch somehow? Would this be a bad workflow? Thanks a lot again for the great videos!
PS you can pin when even you want, you dont need to pause the sim. You can also simply press P and press it again when hovering over a pin to unpin it. Also why didnt you use flip garment normals on the backside :) Setting up a model with an arrangement, its a bit more work. BUt will help when resetting the garment. PS the fabric presets use to have some shortened name for final fabrics, cant recall that properly. Some of them work much nicer, but are slower because the quality is better. You can also add wind for cool effects :) Pressure is more for closed volumes and pillows i believe. PS you should check Particle Distance, now your using really rough settings. Lower the Particle Distance will give much better quality, its like subsurf in Blender
@@activemotionpictures in 3d view > Select garment > right click > Flip normals. But i believe you can also do it in the 2d view. In fact many items you can do in both viewports. Thats very useful, especially when working with pins. If you can select it, select it in the 2d viewport. Thats mucg easier since its a flat view.
Once again Rombout thank you for awesome notes! I wanted to have this tutorial fit to 20 minutes so I skipped some stuff that I did not find essential though flipping the normals and lowering oarticle distance is probably something I should have included. I will do a similar thing as I did in case of the How to Quickly Add Rigged Characters tutorial - create an additional video where include these things :) Cheers!
@@MartinKlekner No worries! THe flip normals is super handy trick, i used manually rotate the garments. Buts thats sometimes a pain the ass, since the gizmo tool is a NIGHTMARE in MD. The Particle Distance is quite important, it will show way better quality, especially when you got below 10. Will get slow and especially if you quad settings. PS one more thing, im not sure if you model in metric units. But you can export everything from MD also Meters, than you dont have the scale issue.
i need some help, it appears there was a problem with the animation in my fbx that even if it is working well alone, when i export it to marvellous it doesnt bend knees, elbows and or fingers. i really dont know why this is happening an neither how to fix it
yes i agree, very cool software but it is realy expensive :-). Did you guys try out the Modeling Cloth Blender 2.8 add on from Rich Colburn? he work on a cloth add on for blender. you can find the video with the add on link at youtube (Rich Colburn Modeling Cloth Blender 2 8)
I wanted a static render, without having to do animation, but I wanted to model in blender and make the clothes in Marvelous I model it first, then I take it to Marvelous, but the best way is to take it in the pose right away?
fI have downloaded the free trial and i am trying to even do the simplest steps but its different from the video, for example my fabric is not at all acting lika a fabric, and looks spikey
I love marvelous designer, I've tried the free trials and wasn't disappointed, but not a lot of us have the money to payout a monthly fee of 35 bucks a month, or 340 bucks for a one time fee unless it's going to be your job...
Nice tutorial! Thank you! I'm currently research about physic simulation in blender. For the clothes mesh we worked on marvelous, we have to export it, bring to blender, apply physics simulation and do the final render right?
How you able to uv unwrap after importing cloth from marvelous designer to blender... because polygon triangles count is so many.. is there any need of retopology before unwrap in blender...