Awesome video!!! Ive been using a similar workflow with a different addon, but it was very clunky. I was following a Flipped Normal tutorial, but it was using Maya. The part of you video that really got me is how you used a sub-d modifier to increase details while still making it easy to merge vertex.
gaddam this is so useful!!! thnk u so much! i struggle for so long with that HORRIBLE topology marvelous gives u. So unusable in game. Game changer, literally :)
hahaha...you are awesome buddy! i too was getting concave issues in Blender binding, just make sure to export from MD as triangulated obj, then i dealt with fbx from then on and all works well! yipeee! my next question is there a way to preserve the uv's? when i import to max the seams are all still there so i can re-flatten everything just want to know if there is a way to preserve the original marvelous designer uv layout.
this is absolutely OP, I cant thank you enough for making a tutorial thats not in maya. You explain everything so well and its nice and easy! I have no idea how to use blender but with this Im pretty sure I will give it a nice go
Wow... I could be wrong but.. Takk! I was looking exactly for this. I was trying to replicate the maya workflow in blender but this is waaaay easier. Subscribed!
Thanks - I like this workflow. For a noob like me though, it seems you've skipped a load of steps here, which is making it difficult to follow along and duplicate. Things I don't quite understand - Why did you export the shirt from Marvelous Designer into Zbrush to begin with and then export it straight back out to Blender without doing anything to it? (if you did do something offscreen, what was it?) Which FBX export settings did you use for the first export out of Zbrush into Blender?? (why FBX over OBJ?) How did you already have the UV mapping images set up like that with the first export into blender? (if you did something offscreen, what was it?) Thanks in advance!
By some reason, when i take the original mesh via shape key with the retopology, i recive sharp folds on retopology mesh, it's lying on body not smooth enough. How can i fix that?
i got to the point where i had textools installed but when you hit create uv mesh . dont have that option all i see is smooth by uv islands. not sure what to do about that
@@CharacterCarl yeah so under preferences, then add ons, i scroll to the bottom and the one called uv:textools has a check mark next to it so i assume thats activated
@@CharacterCarl newest version of what blender? or the plug in? looks like im on blender 3.0 and plugin was 1.6.1 and yes im in object mode in the 3d viewer
Just discovered this video and it's absolutely amazing, thank you so much! Also, wanted to know on how do you merge the pieces together, like for example the pocket and the sleeves to the shirt? And is it necessary? I've been having so many issues just because of that.
Glad it helped! I usually leave them separate for the high poly. Although sometimes I'll merge all the points manually in Blender and then sculpt the basic folds, then use the ExtrudeKeepSubdiv script to add separation and thickness later (needs poly groups for the individual pieces)
bro what should i do when i try to bind the low poly with the high poly using the surface deformation it says concave polygons were found. It is because i remesh in marvelous designer before exporting? and it should have been triangulated or what could it be?.
@@CharacterCarl I tried to triangulate on blender and it says "modifier cant be applied on a mesh with shape key". So im going to check if i can export from MD a triangulated mesh which i dont think is posible once it is remeshed.
Someone made a tut i really wanted for so long! I was so confused and this clears a lot of doubts! Ty very much
awesome. needed this
Thank you so much! I didn't get how to merge now all the different parts together - but I am trying now :) Cheers and thanks for making the tutorial!
You can select all meshes and then Ctrl + J. Then merge vertices by enabling Auto Merge and vertex snapping.
@@yukonone836 true... thank you!
Awesome video!!! Ive been using a similar workflow with a different addon, but it was very clunky. I was following a Flipped Normal tutorial, but it was using Maya. The part of you video that really got me is how you used a sub-d modifier to increase details while still making it easy to merge vertex.
Thank you. Glad it helped!
thanks bro! you helped me a lot
God bless you Carl. Thank you so much!
Glad it helped
Thank you very much.
gaddam this is so useful!!! thnk u so much! i struggle for so long with that HORRIBLE topology marvelous gives u. So unusable in game. Game changer, literally :)
That's helpfull,I'm trying switch to blender workflow from maya,thank you!
hahaha...you are awesome buddy! i too was getting concave issues in Blender binding, just make sure to export from MD as triangulated obj, then i dealt with fbx from then on and all works well! yipeee!
my next question is there a way to preserve the uv's? when i import to max the seams are all still there so i can re-flatten everything just want to know if there is a way to preserve the original marvelous designer uv layout.
this is absolutely OP, I cant thank you enough for making a tutorial thats not in maya. You explain everything so well and its nice and easy! I have no idea how to use blender but with this Im pretty sure I will give it a nice go
Glad it helped!
Wow... I could be wrong but.. Takk!
I was looking exactly for this. I was trying to replicate the maya workflow in blender but this is waaaay easier.
Subscribed!
Thank you so much!
Thanks - I like this workflow. For a noob like me though, it seems you've skipped a load of steps here, which is making it difficult to follow along and duplicate. Things I don't quite understand -
Why did you export the shirt from Marvelous Designer into Zbrush to begin with and then export it straight back out to Blender without doing anything to it? (if you did do something offscreen, what was it?)
Which FBX export settings did you use for the first export out of Zbrush into Blender?? (why FBX over OBJ?)
How did you already have the UV mapping images set up like that with the first export into blender? (if you did something offscreen, what was it?)
Thanks in advance!
3:09 how do you open this cool pie menu ?
That's the Machin3tools addon I think.
how do you stich the pocket and button to the main clothes object for clothes simulation workflow?
Clothing simulation is something I'd do in Marvelous Designer. So, it's separate from this. I use cloth dynamics in ZBrush only for simple stuff
By some reason, when i take the original mesh via shape key with the retopology, i recive sharp folds on retopology mesh, it's lying on body not smooth enough. How can i fix that?
Hmm, Not sure what you mean. Would have to see picture.
thank you so much
i got to the point where i had textools installed but when you hit create uv mesh . dont have that option all i see is smooth by uv islands. not sure what to do about that
Do you have the TexTools addon activated in the preferences?
@@CharacterCarl yeah so under preferences, then add ons, i scroll to the bottom and the one called uv:textools has a check mark next to it so i assume thats activated
which is why when i right click i can see the smooth by uv islands option but for some reason the create uv mesh option
@@Josh_Ces Is it the newest version? Also are you in Object Mode and in the 3D viewport?
@@CharacterCarl newest version of what blender? or the plug in? looks like im on blender 3.0 and plugin was 1.6.1 and yes im in object mode in the 3d viewer
Just discovered this video and it's absolutely amazing, thank you so much! Also, wanted to know on how do you merge the pieces together, like for example the pocket and the sleeves to the shirt? And is it necessary? I've been having so many issues just because of that.
Glad it helped! I usually leave them separate for the high poly. Although sometimes I'll merge all the points manually in Blender and then sculpt the basic folds, then use the ExtrudeKeepSubdiv script to add separation and thickness later (needs poly groups for the individual pieces)
Thank you a lot! Really appreciate it.
Is this workflow better than using the built-in retopology tools in Marvelous designer?
Gives you more flexibility and lower resolution meshes with subdivisions
bro what should i do when i try to bind the low poly with the high poly using the surface deformation it says concave polygons were found. It is because i remesh in marvelous designer before exporting? and it should have been triangulated or what could it be?.
It might be the Remesh. Try doing a triangulate on to the Marvelous mesh before binding.
@@CharacterCarl I tried to triangulate on blender and it says "modifier cant be applied on a mesh with shape key". So im going to check if i can export from MD a triangulated mesh which i dont think is posible once it is remeshed.
@@Damian_DH You can do it before doing "UV to Shape" or just delete the shape keys, then it'll work.
05:00 thx bro!
Your video really helpful but it was too fast for beginner like me even shortcut~
Holy cow, this looks like cheating. Thank you, brother!
Target contains concave polygons (((
See earlier comment. Do a triangulate beforehand and check for non manifold geometry
when I remesh my UDIMs in zbrush flattened I can't get it back unflattened. Morph UVs doesn't work with UDIMs, advice me something please
ZBrush doesn't support UDIMs. They need to be avoided when working with ZBrush.