Marvelous Designer 9 & Substance Painter - UDIM Workflow For Better Texturing

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  • Опубликовано: 13 сен 2024

Комментарии • 77

  • @TravisDavids
    @TravisDavids  4 года назад +30

    SOMETHING VERY IMPORTANT TO MENTION! In the video you'll see that I scale certain pieces randomly and this should be avoided. For instance, the sleeves and the shirt should match so that the texel density isn't varstily different. Yes, certain pieces that are less important could be scaled smaller and have different texel density and a different resolution in SP but important parts like the actual sleeves and shirt should be taken care of and have the texel density match as close as possible. When trying to match it, make sure the sleeves are not the exact same size as the entire shirt because obviously the sleeves are smaller than the entire region of the shirt. This was a mistake I made during the video that I want to mention.
    If you didn't go this route, in SP you'll just need to adjust the UV scale individually to get the sleeves and the shirt to match as close as possible.

    • @Thandidladla
      @Thandidladla 4 года назад +2

      exactly what I was going to ask, thanks Travis!

    • @PHlophe
      @PHlophe 3 года назад

      Hi, You are Mzansi. very rare here in the world of 3d/

    • @TravisDavids
      @TravisDavids  3 года назад

      @@PHlophe yes im from Johannesburg

    • @Sithlordx
      @Sithlordx 8 месяцев назад

      I didn't see this untill now and looking for fixes 😂

  • @MarkSinister
    @MarkSinister 3 года назад

    You are by far the best Marvelous Designer Tutor on RUclips! I SALUTE YOU!!

  • @ronioclarenzo6137
    @ronioclarenzo6137 3 года назад

    This is an excellent tutorial - everything covered from A to Z and explained extremely effectively! Thanks a lot!

  • @kallus3494
    @kallus3494 4 года назад +2

    Awesome tutorial, thanks for sharing that knowledge!

  • @TravisDavids
    @TravisDavids  4 года назад +1

    Download The MD Project File From This Link www.dropbox.com/s/4peaxzbsxqz...
    ▬ Contents of this video ▬▬▬▬▬▬▬▬▬▬
    0:00 Intro
    0:06 Talking About The Benefits Of Using UDIMS
    1:24 Opening The MD Project File
    2:32 Organizing Our UV's With The UV Editor
    3:10 Creating UDIMS
    6:05 Exporting The Garment Out Of MD
    7:11 Importing Our Garment Into Substance Painter
    8:09 Applying Materials To The UDIM Groups
    10:01 Painting Seamlessly
    10:51 Talking About Exporting Materials
    11:58 Outro
    Learn how to create the t-shirt in this tutorial from start to finish ruclips.net/video/6U4IErJlsNU/видео.html

  • @koketsok1513
    @koketsok1513 4 года назад

    I legit thought the when you were talking in the intro that it was fully cg,for a good minute.Happy for a second udim tutorial,did not know one could export textures as udims in marlvelous

    • @TravisDavids
      @TravisDavids  4 года назад +1

      Lol thank you, I'm using a program called SnapCamera that allows you to use Snapchat filters with a webcam. Yup the process for creating udims in MD is super simple.

    • @koketsok1513
      @koketsok1513 4 года назад

      @@TravisDavids thanks for the tut and the filter recommendation,in recent times tech and 3d has advanced so fast that tutorials like this are helping everyone keep on making cool stuff.

    • @TravisDavids
      @TravisDavids  4 года назад +1

      @@koketsok1513 thank you so much. You're right about tech advancing at an alarming rate but this only means we get access to better tools so I'm all for technology to keep advancing as fast as possible.

  • @elsaruiz8863
    @elsaruiz8863 3 года назад +5

    Hey Travis thanks a lot!!! I have troubles exporting from clo to substance. When exporting to OBJ, unified UV coordinates(png) is the only option that appears, and if I select it, the exporting is OK but I cant see the different UV tiles in substance, if I unclick the unified option, I dont see anything at all :( Do you know anything about it? :)

  • @Camila-fm9rg
    @Camila-fm9rg 3 года назад

    thank you travis, very helpful, hugs from brazil

  • @TheInduztrial
    @TheInduztrial 2 года назад

    Awesome, Bro! I got wat i was looking for, and some inspiration in addition

  • @DenisKeman
    @DenisKeman 4 года назад +3

    Word of advice .. if you are going to do something like this MAKE sure that at least the UV islands that will have the same material have the same Texel Density. If you do what Travis did here you will have a miss match on the sleeves and the shirt so you will have to apply the same materials as an instance with a different tiling value to make sure they are the same which will be impossible ( will be near though)

    • @TravisDavids
      @TravisDavids  4 года назад

      Just wondering how the sleeve and shirt will have the exact same texel density even if they are different shapes. Even when scaled at the exact same time, wouldn't the density still be different since they're different shapes or does it not matter with regards to shape but scale matters more? In that case I should have scaled the sleeves and front and back at the exact same time. Just asking and obviously stand to be corrected on that. I know the sleeves will be exactly the same because it's the same shape and the exact same scale.

    • @TravisDavids
      @TravisDavids  4 года назад

      How would you approach scaling it uniformly?

    • @TravisDavids
      @TravisDavids  4 года назад

      Also wouldn't the power of using udims allow you to have less important pieces at different texel densities while others can be higher.

    • @DenisKeman
      @DenisKeman 4 года назад +2

      @@TravisDavids No need to reupload the video as more or less the info was good enough. The thing is that if you want to keep the Texel Density uniform you need to scale the sleeves with the shirt so they are both taking up more or less the same amount of texel density. That means that the sleeves can't be the same size UV island as the shirt because even in real life the sleeves are smaller in size.

    • @TravisDavids
      @TravisDavids  4 года назад +1

      @@DenisKeman thank you, noted! I'll do this next time as well and thank you for being civil with your response and not resort to insulting me for doing this incorrectly so I appreciate that (had another very mean comment). RUclips can be brutal. I'll pin a comment at the top mentioning that you should scale it uniformly and get it to match as close as possible so the texel density is almost identical. I'll also mention the bit about the size of the sleeve not being the same as the entire shirt.

  • @groba51
    @groba51 3 года назад

    This is awesome, thanks for sharing it, mate

  • @jonva13
    @jonva13 3 года назад

    Perfect! Just the tut I was looking for.

  • @cybyr_
    @cybyr_ 2 года назад

    Thanks!

  • @aminfarah352
    @aminfarah352 4 года назад

    Travis.. You are the best! thank you !

  • @lulucas6063
    @lulucas6063 3 года назад

    amazing tutorial!

  • @weiyingk
    @weiyingk 2 года назад

    Great tutorial! Thank you! Do you prefer substance painter over keyshot for fashion works?

  • @Klaudius_yt
    @Klaudius_yt Год назад +1

    I have a "little problem", the garment I made in MD uses 2 different fabrics, one for the collar, one for the shirt, as the one you show in this vid, but why when you import the garment in SP all the UV tiles are under one main shader instead for me are splitted in 2 main shaders?

    • @Createdbyvanish
      @Createdbyvanish Год назад

      having the same problem he only has one fabric thats why he only has one main shader, if you found a fix lmk please

  • @momarkmoproblem
    @momarkmoproblem 3 года назад +4

    Travis do you know how to get the udim workflow to work in octane with an allembic out of marvelous designer? I can get octane to calculate my 9 Udims but it is showing up black. I've been going through forums with no luck. So I figured I'd ask here. Thanks for the great tut anyways.

  • @iamfesq
    @iamfesq 4 года назад +1

    WTF bro do u even sleep? A new tutorial everyday hahaah Not complaining tho awesome job

  • @digitalridge5592
    @digitalridge5592 4 года назад

    Dude thanks so much for sharing this!

  • @suloop8408
    @suloop8408 4 года назад

    Very usefull travis TY! Big Love

  • @ebbastillman8579
    @ebbastillman8579 Год назад

    Hi, excellent tutorial, thank you so much! I have a question, can these textures then be applied to the high particle distance (triangulated mesh) garment if the goal is to simulate the clothing on an animated avatar in marvelous?

  • @ronwatson3237
    @ronwatson3237 3 года назад

    Sweet! Thumbs up!

  • @abdulalim0210
    @abdulalim0210 2 года назад

    Awesome video many thanks! I'm starting to learn MD workflow and I was wondering, before creating the UDIM's, should I right-click on my garment and select 'Remeshing'? Or is this step not needed here? Many thanks!

  • @joshjen1129
    @joshjen1129 2 года назад

    Can another material be applied to the black mask? Awesome video btw!!

  • @bydlaczek1000
    @bydlaczek1000 2 года назад

    Best wishes and congratulations on your tutorials.
    If you don't mind I'd like to ask you a question.
    Why export from marvelous designer mesh quad instead of triangulated meshes?

  • @DeivBoo
    @DeivBoo 2 года назад

    Thank you for exellent tutorial! Just one question here. What I need to do if I want to make an hi-poly in zBrush and bake it? Should I export with thin or thick option? And what happens with uv if I"ll export it as thick mesh?

  • @mr.strawberrie5468
    @mr.strawberrie5468 Год назад

    I know this is an old video but how do you add multiple materials to the same garment? When I add another material to my garment, the material overrides the old material even if I put the new material on parts that don't have the old material. Great video!

  • @kgolden5901
    @kgolden5901 Год назад

    I know this is an old video, but I do not have the options for UDIM exporting and I am on Marvelous 12 - 7.2.157 This is the newest version at the moment. Any idea? Cheers

  • @chris_kazuki
    @chris_kazuki 3 года назад +1

    I don`t know why but i get only one Udim in Substance painter. Is that maybe an issue with Marvelous Designer 10 ?

    • @NelietaMishchenko
      @NelietaMishchenko 3 года назад

      I have the same problem. Did you manage to resolve it?

  • @gareth_3d
    @gareth_3d 4 года назад

    awesome tutorial Travis.
    I wish c4d could handle UDIMs. I hate how it breaks them up into a million different textures. It makes it really hard to adjust anything overall in c4d. I guess at that point its better to go back into substance and re-export everything.
    maybe that substance link plug-in is a solution to help the process be a little smoother? I've never used it though.

  • @87pimp
    @87pimp 3 года назад

    Hello Travis great video. Just a quick question. Will this work with Marvelous Design 8?

  • @pixelasm
    @pixelasm 4 года назад +1

    Just to understand at 0:41 you are showing on the left one UV tile at 4k for all surfaces whilst on the right you have six UV tiles each for one part of the mesh at 4k each right? Therefore you are comparing the output of a single 4k texture VS 6x4k textures.
    Wouldnt you get the same crisp result with one big texture at 6x4k by also haveing roughly the same file size when compared to six individual textures?
    I have not used UDIMs yet, but would like to understand the pros and cons better. Sofar I thought the biggest pro is that you can have parts of the mesh with lower texel density and others with higher density defined by the textures resolution instead of the UV layout.

    • @TravisDavids
      @TravisDavids  4 года назад +1

      That's correct, the first tile is all pattern pieces crammed into one UV tile at 4k resolution while the other one is 5 tiles (the empty tile is not used) with each tile at 4k resolution that contains individual pattern pieces. Each pattern piece is now allowed to occupy more space in each 4k tile thus allowing more texel density and higher quality. Also, if u tried scaling one image to 5x I think this would just be regarded as upscaling and not truly utilizing each UV tile efficiently to allow UV space for the pattern pieces. I hope I'm understanding your question correctly. Also, even if you scaled up the single tile to occupy 5 tiles you would still be creating udims. By using udims you're ensuring that you're utilizing the entire space for each piece to ensure high quality. At least this is what I've noticed from using udims.
      Also the biggest pro you mentioned below is exactly why I use udims as well. For pieces that I want to have the highest quality, I can just isolate it into it's own UV tile and pieces that are not as important could be crammed into a single tile with a lower texel density and even saved out of substance painter at a lower resolution like 1k. It allows you to optimize the quality output of visible textures.

    • @pixelasm
      @pixelasm 4 года назад

      @@TravisDavids thanks for taking the time to write an indepth insight :-)

    • @exiledmatuschka3454
      @exiledmatuschka3454 2 года назад

      Also for more information: It’s very simple udims are mostly used for a cool render shot or for films but udims won’t be a good idea to use them for game engine because that will take a huge amount of memory so 1 4K texture for game characteres will be beneficial instead of using too many.

  • @Joeitah
    @Joeitah 3 года назад +1

    Hey Travis, have you had any luck getting this to work with MD 10 if the unified texture option is missing?

  • @MyNamaAdam
    @MyNamaAdam 3 года назад

    Is there any difference to the UVs if you exported it thin from MD into Zbrush for retopo work and then into Substance Painter? Are the Texture Sets affected?

  • @tanrnnkrbacatilla2909
    @tanrnnkrbacatilla2909 3 года назад

    How to import UDIM to Marmoset?

  • @sevenseven31
    @sevenseven31 4 года назад

    your texture densite is not uniformre how to get high quality with uniforme texture

    • @TravisDavids
      @TravisDavids  4 года назад +1

      I don't see how it's possible in this case as each piece is designed differently, parts like the sleeves can contain the same textile density because they are the exact same shape so I can scale it to the exact same size. I don't think uniform texel density is possible with multiple pieces being completely different shapes in the UV space but I stand to be corrected. I think shape might not matter but scale does. I'll need a UV wizard to correct me.

  • @tavernadosbrodi
    @tavernadosbrodi 4 года назад

    its possible to export this to blender ?

  • @ronwatson3237
    @ronwatson3237 3 года назад

    Can we bring these UDIMs back into MD? Can seem to find the procedure?? Thanks in advance!

    • @ronwatson3237
      @ronwatson3237 3 года назад

      Figured it out - just did it in Blender.

  • @naniizar3d242
    @naniizar3d242 2 года назад

    Hey! hit me up if you can do me a custom tutorial for Clo3d?MD to Substance+Export to Character Creator 3 (accessories + texture arrangement)

  • @awfulwaffle6154
    @awfulwaffle6154 3 года назад

    I have the same problem as Esla, in Marvelous 10, there is no Unified Texture option to deselect. I've just exported as an FBX as a work around, but if there's a way to do it with OBJ, keen to know. Thx

    • @TravisDavids
      @TravisDavids  3 года назад

      Hmmm, i need to test this with MD 10.

    • @koraybirand
      @koraybirand 2 года назад +1

      @@TravisDavids Any progress ?

  • @irinaparkhomenko7609
    @irinaparkhomenko7609 2 года назад

    Тексель денсити предаёт привет!

  • @browsetube4366
    @browsetube4366 4 года назад

    Thanks, 1st comment

    • @TravisDavids
      @TravisDavids  4 года назад +1

      I completed your request, now you know how to create UDIMS for cloth. Enjoy