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Marvelous, Maya and ZBrush Workflow 2022 - Quickest Clean Method 

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Marvelous Designer workflow to achieve production ready clothes. Super quick, new, clean and efficient; in a word Revolutionary lol. After looking for the best method and not managing to find it, I decided to share my workflow so more people do not have to go through the pain.
Other methods include retopologize in ZBrush which is a quick solution, but a messy one, and not ideal for rigging/texturing/.. purposes.
Another method is to retopologize in maya (which to me is slower) and project higher details in ZBrush (which can cause artefacts and is slower).
The method in this tutorial is quick and easy and headache-free :D
From a RU-vid point of view, this method is the best for me personally, but on an industry level there might be better methods?!
Let me know in the comments!

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17 фев 2022

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Комментарии : 35   
@alexpoberezkij9814
@alexpoberezkij9814 23 дня назад
amazing thank you very much for sharing this
@maheshdixit4311
@maheshdixit4311 Месяц назад
Very informative
@yulia_belyaeva
@yulia_belyaeva 9 месяцев назад
Wow, this is an amazing tutorial, this is exactly what I was looking for. Thank you very much, you're the best!
@matiaszadicoff9186
@matiaszadicoff9186 Год назад
Amazing tutorial, quick, straight to the point! It is all I needed, I am trying it now, thanks for sharing!
@dorianare6094
@dorianare6094 11 месяцев назад
Thank you! Hope everything went well!:)
@maksimshniak9430
@maksimshniak9430 9 месяцев назад
Awesome tutorial!!!!
@prudence678
@prudence678 2 года назад
amazing this so good! thank you.
@dr8518
@dr8518 2 года назад
Many thanks! :D I'm glad you found it useful
@qin6969
@qin6969 11 месяцев назад
thanks a lot
@milkbread5036
@milkbread5036 11 месяцев назад
thank you!
@dorianare6094
@dorianare6094 11 месяцев назад
No problem! Hope it was useful!:)
@alexandra_avr5055
@alexandra_avr5055 Год назад
Thank you
@dorianare6094
@dorianare6094 11 месяцев назад
No problem, I hope it was helpful!:)
@TheDinnyextra
@TheDinnyextra 11 месяцев назад
when do you apply thickness and in which software?
@phalhappy8612
@phalhappy8612 5 месяцев назад
in final animation software, usually after the sim
@ryanchristianderoxas4490
@ryanchristianderoxas4490 20 дней назад
How about the UV after doing thickness?
@gipmar3737
@gipmar3737 Год назад
Hi, I tested your method in Modo which has similar UV transfer function. It works nicely for me, so I want to first of all thank you for showing me a new workflow. I'm still trying to wrap my head around its advantage over my current workflow, hope you can help to clarify something for me. As you mentioned towards to the end of video, my current workflow is taking retopo mesh from MD into Modo. I weld edge vertex in Modo and then relax my lowpoly mesh in TopoGun. The purpose is to get a nice evenly distributed polyflow. After cleanup, this serves as my lowpoly basemesh. In Zbrush, I would project details from MD highpoly mesh onto the basemesh. You are absolutely right about artifacts, which can be painful to cleanup with morph brush etc. Would you say then perhaps your method is a way to side-step the Zbrush detail projection step?
@gipmar3737
@gipmar3737 Год назад
Another issue I find is a reconstructed mesh removes retopo details such as holding edges etc...and that I still need to tweak afterwards. I don't know if I'm confusing this with my current workflow. Still, I think your method is efficient for concept sculpt etc...
@dr8518
@dr8518 Год назад
Hi Gip, thanks you for sharing. Correct, the re-projection method in ZBrush often caused me artefacts so this is a way around it and it is also quicker and it's closer to the original mesh
@jlad5960
@jlad5960 5 месяцев назад
Hi what do you do in zbrush though? I always seem to lose the UVs whenever I do work in zbrush!
@Nordly3D
@Nordly3D 4 месяца назад
Thank you so much this is great turorial. but what about thikness? on which level you add thickness and how do you unwrap thick clothes because the UV just messed up when i add thickness.
@mushudamaschin2608
@mushudamaschin2608 2 месяца назад
Maybe I can help, It can be easier to add thickness after you have transfered the vertex positions to the subdivided mesh with good topology. You can do so with an extrude on the object, and increasing the Z Thickness (remember to freeze transform, delete history and , if there are still issues, Unlock Normals). Both sides of the thick mesh will now have overlapping uvs, so you should make uv cuts along the thickness of each clothing part. After that you will be able to take the uvs of one side and place them in a different UDIM or just another place in 0-1 space so they don't overlap anymore, which is necessary if you want to bake textures with this model.
@prudence678
@prudence678 2 года назад
Hi I can't see how you exported the low res to maya, when I export mine it keeps exporting as a high res. Do you know what I am doing wrong?
@dr8518
@dr8518 Год назад
Hi, you select the retopologized mesh in the simulation window and then export selected mesh
@division9184
@division9184 2 года назад
do i need maya or can i just use zbrush and md?
@dr8518
@dr8518 2 года назад
For this workflow you would need Maya, maybe 3ds max has a similar tool.. But if you're not too worried about topology and clean up (merge vertices and stuff) there are other workflows where you don't need maya or 3dsmax
@zozobra226
@zozobra226 2 года назад
cool but I'd rather zremesh and quick fix the topo than retopo everything manually in marvelous. just saying
@dr8518
@dr8518 2 года назад
Oh interesting, is there any particular reason why you prefer that method? So, correct me if I'm wrong: you would bring the marvelous clothing you've made in Zbrush, zremesh it, bring it back in Marvelous, and retopologize again? That might lose you some details you might have had before (like if you've used internal lines), you would lose the uvs as well which can be quite handy for sculpting (by using polygons), then you would have to go through the process of projecting the higher poly anyway?
@zozobra226
@zozobra226 2 года назад
@@dr8518 ok so hear me out. i export 2 entities from marvelous. 1. the simulated garment with all the detail. 2. the garment in its flat form (Reset Pattern to 2D arrangement) Now i bring the flat garment file into zbrush and Zremesh it. This flat garments share the same UVs with the simulated garment that we need to achieve. after zremeshing the flat garment patterns to a low enough topology, with a few click, i take it to Maya. this takes a minute hardly. in MAYA, i have 3 files. 1. the actual 3D simulated cloth from MD 2. The original Flat export from MD 3. The Zremesh file i just exported from Zbrush into MAYA. now, i transfer the UVs of the flat garment onto the Zremeshed one. now the zremeshed flat garments and the actual 3D cloth file share the same UVs. after that i transfer the flat Zremeshed file onto the simulated 3D garment, to take its shape and subdivide and transfer again unless i have all the details. this entire process takes about 15-20 mins. saves me from the hassle of retopologizing the entire pattern
@dr8518
@dr8518 2 года назад
@@zozobra226 Oh I see, that's a really good method too, the issue that I found by retopologizing in zbrush is that you won't get the same amount of edges where you are going to merge the patterns, of course you can correct it later as you said in Maya but I personally find it easier to retopologize in Marvelous because you can manually create the exact topology you want and fit the right amount of vertices and have an immediate feedback of where those bordering vertices are. It's an improvement for me but I understand that method might work better for others, personally after trying both I feel it works best for me.
@TwistedKarma
@TwistedKarma 10 месяцев назад
@@zozobra226 do you know a video that shows this process?
@zozobra226
@zozobra226 10 месяцев назад
@@TwistedKarma ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-eVI19zc69bU.htmlsi=OhWglnwv5o2nzRjm
@biriani2855
@biriani2855 Год назад
Is that the grandma from courage the cowardly dog?
@dr8518
@dr8518 11 месяцев назад
Hahaha omg I cannot unsee it now!
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