I've literally just done "the lazy works twice as much" stuff. I started retopologing my garment with the thought "I'll watch the tutorial a bit later", so I've done like 70% of the mesh (4-5 hours) and then I watched this tutorial and realized that there's a Ctrl+Shift function to divide multiple polygons... bruh. Now I'm redoing everything from the beginning because this workflow gives much cleaner result
@@WisEngineeringLLC What about pockets? I did jacket with 2 pockets and i heve no idea what to do with them. Should i merge it's vetricles with jacket base patter or what?
@@eritumakafakafo3008 Why would you merge it with the base jacket? There's no reason unless you're planning on texturing a seamless pattern over top of them. In which case there are non-destructive texturing solutions, like triplanar projection.
Set short cut F3 for creating retopo, F4 for edit retopo.1. click four vertexes for creating a square (same with Maya); 2. F3, hold shift+control and left click, insert edge loop, 3. F4 left click and drag vertex to move 4. F4 hold ctrl select multiple vertexes if you want to delete, hit backspace. If you want to merge the vertexes, right-click, merge Or you could watch from 10:00
you can weld them in Zbrush btw just import the mesh, Polygroups > Autogroup with UV's > Modify Topology > Weld it would cut out you going into studio max, and you can also separate it in Zbrush as well.
Its so much better to do this in Maya and its actually really easy once you know how to do it. It's alot faster, you have better tools, You have alot more control and you can smooth. To do this, select a piece of clothing in marvelous and make sure all its uvs are not overlapping and are in the same udim. Then export the selection containing all the peices of that item of clothing, (after it has been simulated onto the body and has all the creases you want, I use a mesh density of 3). Export it as an obj with maintain UVs turned on. After that, in the 3d viewport, select all the peices again and reset to 2d layout so they have been flattened out so they look like their pattern in the 2d viewport. Then export this, again as an obj, with maintain uvs turned on. After that drag both obj files into Maya. You can hide the 3d mesh for now and just focus on all the 2d cutout mesh. Make the 2d mesh live and you can start retopologising, making use of Starpoles and *make sure that edges that will be sewn together have the same number of horizontal loop cuts with similar spacing.* Once you have nice looking topology on the pattern peices you will need to transfer attributes twice First time, select the high polly 2d cutouts first, then the retopologiesd 2d cutouts second. Then go to mesh>transfer attributes (this is the juicy part). You will need to have the settings as follows: vertex position off, vertex normal off, *uv sets: current*, sample space: world, mirroring off, flip uvs off, preserve, then closest point. Now the uvs of your retopologiesd cut outs should line up with the high polly uv cuttouts from marvelous. Check this In uv editor. Now we need to make sure everything is frozen and history cleared. Then find the edges that should be sewn together. Select a vertice of one piece and merge to center with the corresponding vertexies of another peice if they are sewn. This is why it's important to have the same number of vertex on sewn edges. Don't worry if you have geometry jumping from piece to piece looking messy and overlapping, you can rearrange the peices in 3d space to get better access to the vertecies but it won't matter where the vertecies are as long as the vertecies on the two sewn edges have been merged into a single edge. Now comes the magic. Unhide your high polly 3d, simulated mesh that you exported from marvelous. Select that first then shift select your retopologiesd 2d pieces (they should all be merged into a single object). Now it's time to use the mesh>transfer attributes again, this time with different settings. This time turn vertex position ON, uv sets OFF, and sample space to UV. The rest of the settings are the same from last time. Once you click apply you will have your retopologiesd item of clothing, with matching uv outlines. You can reimport this into marvelous for animation. TLDR: its actually a pretty straightforward, easy process, just follow the steps in order and you will have a much better result than retopologising in marvelous.
It's indeed a clever improvement for MD...I just wish they implement "automatic points snapping to pattern edges" and "add points" more easily...hope the next version of MD10 will be just great!
It's great and thanks for the tutorial. But sadly we still have to match and weld the seams in blender, max or whatever after. So may as well retopo in there directly. All the thickness settings are lost as well... Marvelous designer is great for simulation, but there is a real workflow issue when you want to use what you make.
thanks for sharing, always wanted to see how others used the retop tools. learned a couple things today from ya. Would love to see a full workflow, MD>ZBRUSH>MAX>PAINTER
Wow thank you so much for this, you saved me from a lot of errors, and headaches. I have been having a lot of issues with uploading my mesh into my game and have been getting errors, but with your tutorial it has helped. thanks again, I sub to you.
yeah thats the only critique i would have about marvelous designer is that their tutorials are fucking horrible no speaking and super hard to follow what they are doing if your new to the software. the best tutorial is by this girl called cg elves it covers everything from top to bottom but its a bit pricey but worth it if you really wanna learn marvelous in and out.
very helpful for a character 'im doing with cloth floating , zbrush has a hard time remeshing it, so if I can do that inside Marvelous as a first pass it's good ! I'll try that first thing in the morning :)
@@WisEngineeringLLC it turned out pretty ok, I found it a bit stiff, there is no real way to add vertices like in Maya for example, but got a hang on it and understood the process behind it.
when applying the remesh (duplicate or all), it creates new stitch points for the 2d pattern. Whereas before applying, the original had say 1 line to stitch to another, now there are dozens (each poly is a single stitch point). Is there a workaround for it to remesh but not create these new stitch points or to maintain the original stitch pairings?
Very nice thank you! would love to see the process in Zbrush with adding thickness and projecting and then bringing it to substance for baking. My bakings all suck for some reasons and I cant figure out why even though I project all, sculpt, export high and low and then bake :( :D
Hello, after converting the new geometry, the UVs no longer line up, the new UVs for the new geometry is resized and shifted in the UV editor.. Are your UVs lining up after convert???
WOW never knew about this!! Is this the way people create game ready assets, do they use this tool or just do it in maya? What are the benefits to both?
hmm one issue im having is that it gets rid of the topstitch and to reapply i have to select every single edge which becomes time consuming any fix to this
Thank you so much ! @wisEngineering Did you ever made a video that show how you project the high poly in the low poly with Zbrush ? And then how do you import all of this in substance ?
how to export remesh to retopology mesh? When i export, I get original dense cloth, not low poly retopo model. Remesh option is checked but the exported mesh is more than 50k polys, unusable in unity or unreal.
Hello! I have a problem with retopology - once I create all the retopology on patterns and later on I remesh all (duplicate), the clothing in 3D window falls apart. Everything that has been sewn together dissapers from the newly created retopology mesh. Does anybody have the same problem or knows how to solve it? Please help, thank you. Any feedback/help is very much appreciated!
Thanks for this, I'm using the latest version MD rn, but whenever I retopo and hide garments on the 3D View, I can still see them and its very hard to align vertices that way. Is there any way to completely turn them off or something?
You can export UVs directly from MD, where the drop-down tab to switch from simulate to animate is, there's a UV editor tab. In that, there's 2 icons in the top left corner of the UV viewport, the left of those 2 exports a single UV, the right one exports all UVs & maps (normals, displacement and so on).
u would bring in the high rez and the retypo meshe then using projection move up one level at a time and reproject from the high rez to the low rez model.
hey Todd - when i go to animate leggings in MD, the fabric tears up (fragments) and get holes, mostly along the inner legs. i've tried using different fabrics, even ones with stretch. maybe it's a self-collision issue? any idea what settings i can adjust to fix this? thanks.
@@temitayoprecious2692 hi. yes, i tried that and it did help but not completely. the fabric still tears. i also tried adjusting the fit, but no luck. thank you for your reply :)
@@artkiko4460 the irony is I am currently working on leggings and sports bras and I haven't had a tear at all. But if reducing particular distance helped, how low was the particle distance?
Thanks for this very useful tutorial. But I'm still confused by one point. The vertices of the 'main' part of the garment are all merged, to give something with perfect quad flow. But any peripherals, like the pocket, are not, in turn, merged with the body (this would mess up quad flow). So, in the world of animation, or selling objs of garments to animators - is it acceptable to have peripheral details 'floating' as separate items?
Hi great tutorial. May I know what is the workflow if I plan to sculpt it in blender, can I send it back to marvelous designer for the retopology for a game ready asset?