Marvelous Designer 11 Tutorial: Workflow for Games

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  • Опубликовано: 13 сен 2024
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Комментарии • 37

  • @audaciousenuf8606
    @audaciousenuf8606 Месяц назад +1

    this is really fast pace and not noob friendly

  • @hgahsiea
    @hgahsiea Год назад

    Really appreciate the 'I like to...' approach. Helps to humanize these tutorials! THanks

  • @elizabethbulich7062
    @elizabethbulich7062 2 года назад +2

    I've been waiting for this!

  • @petertremblay3725
    @petertremblay3725 2 года назад +13

    Nowadays a lot of people are using blender so it would be nice if you made a video on doing it with blender guy's!

    • @juanfernandojimenezbuitrag2434
      @juanfernandojimenezbuitrag2434 2 года назад +6

      Is the same but without deleting history 1 million times and you can use merge by distance to speed up the process

  • @1Chitus
    @1Chitus 8 месяцев назад +1

    Thank you!

  • @SpasmAtaK
    @SpasmAtaK 2 месяца назад

    9:19 Unreal uses DirectX normal format, so there's no point in switching to OpenGL in Painter as you'd then have to tell Unreal to flip the green channel on your normal maps.
    Also the roughness and metallic map were probably imported using the sRGB color space, should open each texture and turn off sRGB for grayscale maps. The roughness should be more truthful to what it looked in Painter.

  • @bamideleaina8212
    @bamideleaina8212 Год назад +1

    I love your tutorials, pls a beginner how can I save my files in marvelous designs format that can be opened in the same program.

  • @smartcode2752
    @smartcode2752 2 года назад +7

    soo, this is too low control over cloth workflow, but marvelous retopo tool did really good job!
    but there is a moment which confuse me... im i right that at 8:03 u merge vertexes BUT this short shoulder part will merge too and thus you will have NONmanifold geometry because you will have edge which share 3 face at once (face of arm pattern, face of front jacket pattern and face of shoulder short pattern), if i make mistake sorry. But am i right?

    • @AlexeiX1
      @AlexeiX1 2 года назад

      I looked at the part you tagged, I couldnt find any non manifold geo there, Im not sure at what you are referring to.

    • @StefWillemse
      @StefWillemse Год назад

      I think you're right. It must be non-manifold. But i'm not sure how else it can be solved? You could give these sticking-out parts thickness though to solve it but it seems like not the greatest solution.

    • @SpasmAtaK
      @SpasmAtaK 2 месяца назад

      Just make sure to delete lamina faces that may subsist inside the garment (were there unwanted in the first place) and it should be good.

  • @lananhphamo3893
    @lananhphamo3893 2 года назад +5

    Thanks for sharing this

  • @marshal487
    @marshal487 2 года назад +1

    Thank You😍

  • @williamtolliver749
    @williamtolliver749 9 месяцев назад +1

    What are we supposed to do with a static mesh though?
    We need a demonstration of a workflow for a character. And an animation blueprints

    • @SpasmAtaK
      @SpasmAtaK 2 месяца назад

      This is kinda beyond the scope of this tutorial, the point was to have a clean mesh that's game ready. From there, any other tutorial regarding rigging and cloth sim would fit.

  • @arcettin
    @arcettin 2 года назад +1

    Thanks ❤

  • @ZBMAND
    @ZBMAND 2 года назад

    nice work

  • @deepakmandal6005
    @deepakmandal6005 2 года назад +3

    Your tutorial is always very awesome... Thanks for that but i wanna know what are the pipelines if we give thickness to the low poly clothes, then how to project the details of high poly clothes object in low ploy cloth object...??

    • @BestMods168
      @BestMods168 2 года назад +1

      It projects the same. When you retopo, just remember to retopo the other side as well.

    • @2sahn234
      @2sahn234 2 года назад +1

      just export as thin walled because after baking u can easily add thickness to it in any DCC tool. just use extrude function along Z to thicken.

    • @deepakmandal6005
      @deepakmandal6005 2 года назад

      @@2sahn234 yes!! you are right @Zshan ee.. But there is a problem, let's just suppose in game pipeline, we project the detail on thin subdivided model in maya nd expot into zbrush.... And adding thickness in zbrush, nd there after reconstruct subdivision to get low poly model.... The uv is GONE i mean uv is useless 😞. .. So what are the process to fix it thank you❤

    • @2sahn234
      @2sahn234 2 года назад +5

      @@deepakmandal6005 why do you want uvs for high resolution, export the high resolution to Zbrush, sculpt any other details, you want and then bake that to retopolgized version, during texturing. you may also bake out a height map or displacement from high resolution to get more believable details back.

    • @deepakmandal6005
      @deepakmandal6005 2 года назад +1

      @@2sahn234 thank you❤

  • @mouammarcharlot7718
    @mouammarcharlot7718 2 года назад

    how do I make the graphics on my t-shirt clear and not blurry after exporting from MD to unreal. its like I lost all the details and sharpness as soon as it imported into UE

  • @Tenchinu
    @Tenchinu 2 года назад

    maybe a n00b question... but the reason u managed to bake the high poly onto the low one after you moved and altered the UVs in Maya is because you projected by name? Wouldn't altering, or moving the UVs from high to low alter the positioning of the bake?

    • @BestMods168
      @BestMods168 2 года назад

      Yes it does and it will create artifacts if the vertices in the uv map cross each other.

    • @AlexeiX1
      @AlexeiX1 2 года назад +2

      no, you dont need uvs on the high poly model, but your low res absolutely needs it. And no, the way substance works is baking to xnormal, so you dont need to update the high poly uvs.

  • @lioncrud9096
    @lioncrud9096 2 года назад

    what is difference between marvelous and clo3d, which should i buy to make Daz3d clothing?

    • @Marvelousdesigner
      @Marvelousdesigner  2 года назад +13

      one is for the fashion industry and has features like BOM, grading, cutting, color ways, technical packages, print layouts, seam allowances (CLO3D) for real clothes making and the other has features for the VFX and film industries which has retopology, sculpting, skeleton tools etc (Marvelous Designer) if youre making REAL clothes? CLO3D. if youre making digital only cloth for a piece of your VFX workflow? Marvelous Designer

    • @lioncrud9096
      @lioncrud9096 2 года назад +1

      @@Marvelousdesigner thanks, appreciate the thorough answer!

  • @preciousogoru1151
    @preciousogoru1151 2 года назад

    Wow

  • @Yuni3Ds
    @Yuni3Ds 2 года назад

    good

  • @genkidama7385
    @genkidama7385 2 года назад +9

    just export your md triangular mesh all welded to zbrush, apply some zremesher and thats it. latest zremesher creates perfect topology for clothes, and if it doesnt work on first try, add some mask and create polygroups where you need loop cuts. that process of retopo in md, and merging vertices in maya is a waste of human life.

    • @yuno4373
      @yuno4373 4 месяца назад +1

      That is not true. Yeah it's more time consuming, but you have an actual 100% control over topology, zbrush is good but not good enough, the topology may be "usable", but if you want your stuff to be professional and actually made well you need to do it manually. Not to mention more complex meshes and pieces of accessories/clothes... I've seen multiple tutorials on youtube where zbrush had problem with a simple t shirt.

  • @ChengJose
    @ChengJose Год назад

    Hi, I created a model in Marvelous designer, the important thing in Zbrush and I made certain changes to it, now I want to export it, but I get an error in Zbrush, has this happened to anyone else?

    • @Marvelousdesigner
      @Marvelousdesigner  Год назад

      first ive heard on YT, try also asking in Zbrush and MD forums. youre gonna be more likely to get a response from other users