Marvelous Designer Tutorial: Easy perfect topology, UVs, thickness, and details.
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- Опубликовано: 28 авг 2024
- IMPORTANT NOTE: It's actually much more accurate to extrude your faces INWARD rather than outward like I did here, just be sure to flip your face normals by going to mesh display, conform, then mesh display again, and reverse.
Quick and easy way using Maya to create a garment from Marvelous Designer with perfect quad topology, perfect UVs, and thickness while preserving all your simulated details.
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Very nice tips! Maya Transfer Attributes is one of the most useful tools.
Well done, thanks for the tutorial! This methods kinda been out there but you explain it MUCH more clearly than all the others! Cheers🍺
Bro how do you not have like 48,000 subscribers? Great video man!
this saved me days of agony tysm ! :')
this man blessed us with such a wicked lifehack and disappeared back to Maya heaven. >:( 😿
you just saved me a loooot of time!!! thank you
beautiful track, relaxing. thanks for that.
Great, useful tutorial, thank You :3
Super helpful! Thank you so much for sharing! Would you be willing to do a tutorial on how you did the wrap in marvelous?
There’s really nothing to it. Just use the box pins to drag a selection of verts to freeze and use them to literally tie the knot. So I had a couple where it makes contact with the back and one at each end, then I grabbed the pins at the ends and used them to tie the first knot, then I pinned the knot and tied the second.
It’s worth noting that while easy in theory, it can be frustratingly hard in practice. The fabric will clip through itself if you apply too much pressure, so you need to be gentle and play with the friction. I’ve found that the best way to do it is to tie the knot using very thin fabric and when you get it how you want crank up the friction and the thickness.
Excellent tutorial. Thanks!
Thanks for these amazing informations ✌🏻👍👍
Hey Conbry, thanks for sharing this! Question about Marvelous Designer--- how does one avoid very sharp edges in fabric folds? Like when trying to make this scarf or something like a tshirt that clings to a body, the wrinkle folds become very sharp, like they're forming a triangle shape pointed outward. Is this more of a problem with the cloth density or are there any settings with the fabric that can help ease this?
Sounds like density. Switch it to between 8 and 12 and see how it looks. If there’s still some buckling and it’s at a seam you probably need to alter the pattern so it fits better.
Great tutorial. Very informative. Subbed
Amazing Content !!!
Amazing tutorial! I have one issue though. Front and Back UVs work well in Substance Painter but the thin strip that is formed between them while extruding has overlapping UVs with the edge of the UV Shells, Its not texturing well. How do I unfold it without disturbing the UV Shells?
The extrusion creates additional UVs in the thickness section, which are stacked. Personally I always just do a proper unwrap of the whole garment to suit my purposes, this is just a quick and dirty thing to demonstrate the method. If you want good UVs on the thickness part without unwrapping all the shells again and maintaining your layout (like if you need to keep them square as in this example) just select those UV points alone and relax them.
better than the flippednormals tutorial. one question, where do you get your fabric textures? thank you
Thank you!
Hello! Thanks for the video it helped me a lot. I have a question if the clothes have simulation, how would the process to transfer the animation be?
Great thanks bro or idea
Does anyone know of an equivalent tutorial for blender?
Please I need help each time I transfer the mesh attribute using the vertex point on and sample space uv , the retopologized mesh will show lower down ,how can I fix it
After all is done, How do you bake something like this to lowres? Won’t there be issues with projection?
Use the multi map exporter in zbrush to export the normals and displacement. Even if you’re baking in marmoset or substance there’s ways to go about it to make it work with the folds, but for this workflow I’d be using multi map exporter.
Could you please help, I tried this process, everything went smoothly while transferring attributes but after I was done I went in to merge the edges. But merging them seems to be totally messing the UVs.
Im using MD to make armor. I set 14 thickness and it looks good. I do remesh on MD. And when I take it to substance painter everything gets textured perfectly. But the thick edges seem like they dont texture correctly. Just a bunch of lines. Seems like the UVs get messed up in the edges only. Am i able to fix the thick edges in MD?
Don’t use MD to make armor, the best workflow for that is zbrush. The issue you’re having does occur in this workflow if you’re doing a lot of thickness because when you extrude the faces you’re creating new faces at the edges. You can get away with it for thin fabrics, but for thicker stuff you’ll need to cut and unfold the UVs properly.
Great
sorry but can you make a tutorial on making a jacket but at the waist? , please i really need it
🥰 Wonderful . I look forward to new content ^^ 🤍
tying knots in MD is probably the most suffering ive had in the past few years.
Oh yeah it’s a nightmare. Try doing it with the fabric as thin as possible and with relatively low friction but not so low that it comes loose all the time. Use box pins liberally. Once you’ve got a decent knot turn the thickness and friction way up.
Thanks, can you do a more complex shape like overalls or shirt pant? This was helpful but quite generic.
Yeah, although the workflow would really be identical. Which part would you think is different?
@@conbry6388 I am struggling with curves like on sleeves, around armpits, collar of shirt etc. Not sure if you are still updating about this but would be nice to see.
What if we export directly to zbrush and use zremesh ?
From MD? You still need to weld the verts, add thickness, and address the UVs in the editor
@@conbry6388 yes from MD but your workflow still the fastest and the best i just tried it right now with zremesh we can weld it with the topology tool by polygroup for not having the seams but it delete the Uvs so…🤷♂️ thank you for the tutorial mate
I can't get this to work for the life of me. I did perfect UVs followed every transfer process and polygons come out criss cross all over the place and some in right places. It's like stretched out.
Are you definitely following it to the letter? Selecting each mesh in the correct order etc?
@@conbry6388 I am going to try it again and see what happens.
Not sure if you ever figured out the issue. But it's been a year so I'm assuming you did. But, If anyone else runs into this problem, your UVs might be overlapping. Fix that and your issue should go away.
I dont understand why people dont just use marvelous designers retopo tools? Can anyone plese explain this?
I havent a clue.. its the same thing as hes foing here...
come back
I did the same thing, but sometimes the mesh created by QuadDraw doesn't work! It worked once and I tried to copy the UV transfer, but I couldn't do it. Please help.
ruclips.net/video/UbF-YOcTsn4/видео.html
ruclips.net/video/RQ55tdf2ve8/видео.html
You need to be very careful that all the steps are followed exactly. If things aren’t working it might be simpler to reimport the meshes and start again. Make sure you copy my transfer attributes settings for each step when transferring UV and vertex position.
the audio is kinda annoying
Not bad, but sadly you have only one video!
I work in the AAA games industry now and simply have no time. I do hope to do more of these in the future but personal portfolio projects take priority in my free time between work.
@@conbry6388 Great video Cobry ;) TY. Would like to know if you have a solution to make the step of retopology but maintaining the simulation/animation? Thank you in advance