It is amazing and simple to do it, Thank You for this great tutorial. May I have a question, Could You please help how to do it if the cloth made more than one garment/geo?
At first I was happy that finally I will have solution, but after 4 minutes I realized that Maya is involved :( please list Maya in the title or at least in the description
You can also do this in 3ds max using Morpher on the original flat topology (morph target the 3d one) and using "skin wrap" on the new topology (flat) with the target being the original flat one, Morph to 100% and collapse to edit poly
Sorry noob question, but why do we need to clean topology in Zbrush or in other sculpting process? For example, if I already have my Marvelous Designer garment in quad mesh, can I skip this 'cleaning' step?
hey bro i tried this with pants but left side front is open but the other side are closed i think my panel went to the right side so it has 2 panels on each other
I am not an expert, but i think that's not a good way to do it. perhaps for a simulations, having a plane subdivided like this is good but not that sure that its good if you want to sculpt or later create a game model or a midpoly for later animation. I think is better retopo by hand following folds shape. and you will have a clean lowpo that doesn't have triangulation errors when subdividing. And it can be used later for baking normal or displacement
Am not doing this for animation or lowpoly.. The only perpose of doing this is.. To get a clean wirefream with lower division so that you can work on zbrush easily.. Am also a character Artist am doing this process for about 5 years.. It works pretty well for me..
@project ideal I have worked on games and VFX and this is absolutely the right way to do it. Only difference in games is that the quads usually become tris inside engines, and use their own simulation algorithms. Your way is only better if you are using a static mesh with no high end detail, displacement maps and all that stuff, and at that point I dont see why use marvelous designer in the first place, much easier to just model something simple in maya.
Exact Same process can be follow for shirt or pant , you have to select all the patterns and export as single mesh then follow the process.. It will work.. Am working on this same process from last 1.5 years with marvelous it works... In future i'll show you more complex patterns have done with this process.. 😊, thanks for the comments
@@3DTips I tried with jacket design. I follow the process, and my jacket have multiple objects. but the result is not good. :/ can you make a tutorial for more pieces? thank you! :)
You can export the lower division of zbrush to maya then reUV it then import that UVed mesh to zbrush lower division.that is the only way i can think of.
@@gamingunlocked9947 its easier to reuv in maya. Just make seamlines where you have the thickness, make another to open that thickness stretch line into a rectangle and unfold them. The topology is really good so it will open exactly like the earlier uvs.
is this ready for games? cuz your retopology in Maya has 20000 tris, but when you reconstruct the mesh inside zbrush it only has 3000 tris, but will it capture all the details if i sculpt on it?
You can use the lowest subdivision as a starting point for game. That's not i meant while am talking about getting subdivision. Subdivision will help you to cleanup the bad artifacts and modify the sculpt in it's lowest subdivision. After all you can move the zbrush mesh better when you have low divisions. And if you want to use it as a game mesh go ahead you can. (most of time i do that) but you also have to take care the nonplaner faces and adding cuts in smoother area.. Hope this will make sense. If not you can join my discord i'll try to explain more there.. Thanks 😊
by the way there is a remesher inside marvelous its same zremesher i believe much better than zremesher check it out give it try and thankx for the tips
I know about that.. But it still make triangles if the patterns are curvy at the edges and also you'll not have any subdivision, but in this process you will have totally quard mesh with subdivision ..hope that will make sense.. Thanks
I Used this process in production to make clothings and drapery. It's works for me. Am not sure what you want to achieve but for clothing and all it does work
After panel loops take the lower division mesh to any 3d softwares or in zbrush.. Uv it then re import the lower division mesh to same subtool.. You will get your uvs
I m wondering what is the process if you want welded points and you have something with pockets like pants. I can t find for this situation a good workflow.
Ughhh. This video could have been only 2 minutes. You don't need any of those softwares anymore. You can just retopo right away in marvelous design. And there you go. :) I guess you didn't know that or the option wasn't there before.
Trust me, you don't need background music when it comes to tutorials involving 3d modeling.
you dont have to make pointless comments on youtube videos either but this is the world we live in apparently
who said you're allowed to decide hahah?
@@AlexeiX1 I like how you prove your own point with a pointless reply to constructive criticism.
Nice workflow, I have seen a few and this might be my favourite! So quick! Thank you for sharing your knowledge
😅 Glad this helped
wow, nice video thank you. I didn't knew maya has such a cool feature!
U Saved my day. I dont need to do retopology manually. Thx
😅 Glad this helps
really helpful, thanks )
thank you, this is right what i needed! amazing tutorial
MAN THIS IS GOLD! thanks
It is amazing and simple to do it, Thank You for this great tutorial. May I have a question, Could You please help how to do it if the cloth made more than one garment/geo?
Really awesome tutorial, thank you for sharing this, the music makes it a little hard to hear voice though.
Great informative tutorial 👍
Thanks man.its really a cool tip. i was struggling for finding good workflow for this.
Glad this helps
thanks for sharing this, it really help me a lot!
At first I was happy that finally I will have solution, but after 4 minutes I realized that Maya is involved :( please list Maya in the title or at least in the description
Sorry that you got disappoint.. I'll mention that maya is involved
nice tutorial dude
Thank you for sharing! This tutorial is useful~!👍
Thank you, this is a very good tutorial to speed up my workflow
best tutorial ever
Thanks for your nice tip
You can also do this in 3ds max using Morpher on the original flat topology (morph target the 3d one) and using "skin wrap" on the new topology (flat) with the target being the original flat one, Morph to 100% and collapse to edit poly
The morpher is not letting me select the target even though both meshes have same no of vertices
Did you findout if max allows for this?
Thank you so much for sharing ♥️
Perfect tutorial, hit the real point! Only the bgm is to loud.
Sorry noob question, but why do we need to clean topology in Zbrush or in other sculpting process? For example, if I already have my Marvelous Designer garment in quad mesh, can I skip this 'cleaning' step?
@3DTips can you repeat this but with a T-shirt so we can see how the geo from the arms and the main garment Topo is tackled/lined up please?!
do i need to retopo afterwards or I'll just use its lowest subd?
hey bro i tried this with pants but left side front is open but the other side are closed i think my panel went to the right side so it has 2 panels on each other
Fix the uv overlap on Marvelous before you do this process.
@@3DTips ohh i see thankyou !!!
you saved my life 😭
Brother make a video game ready character hair. and what are the maps used for game ready hair
thanks you brother
Yeah, but the UVs get deleted once you start reconstructing it. Is there a way that you can keep the UVs and subdivisions at the same time?
I am not an expert, but i think that's not a good way to do it.
perhaps for a simulations, having a plane subdivided like this is good but not that sure that its good if you want to sculpt or later create a game model or a midpoly for later animation.
I think is better retopo by hand following folds shape. and you will have a clean lowpo that doesn't have triangulation errors when subdividing. And it can be used later for baking normal or displacement
Am not doing this for animation or lowpoly.. The only perpose of doing this is.. To get a clean wirefream with lower division so that you can work on zbrush easily.. Am also a character Artist am doing this process for about 5 years.. It works pretty well for me..
@Artisan exactly because it's not about simulation it's about having a low division mesh in zbrush so that you can do bigger changes in low div.
@project ideal I have worked on games and VFX and this is absolutely the right way to do it. Only difference in games is that the quads usually become tris inside engines, and use their own simulation algorithms. Your way is only better if you are using a static mesh with no high end detail, displacement maps and all that stuff, and at that point I dont see why use marvelous designer in the first place, much easier to just model something simple in maya.
Great tutorial, thanks for posting it. does anyone know how to do this with C4d?
this is only good on single object, but try complex pants or jacket this wont work. can u make tutorial for more complex pieces? :)
Exact Same process can be follow for shirt or pant , you have to select all the patterns and export as single mesh then follow the process.. It will work.. Am working on this same process from last 1.5 years with marvelous it works... In future i'll show you more complex patterns have done with this process.. 😊, thanks for the comments
@@3DTips I tried with jacket design. I follow the process, and my jacket have multiple objects. but the result is not good. :/ can you make a tutorial for more pieces? thank you! :)
I have the same problem. When I'm going to do the last step the result is not good. Help please :(. Thank you for this tutorial!!!
@@3DTips how about the same tip but in 3ds max?
But by adding thickness in Zbrush dont we lose the UVs? I need to retain my UVs in Zbrush
You can export the lower division of zbrush to maya then reUV it then import that UVed mesh to zbrush lower division.that is the only way i can think of.
@@3DTips Hm...but how do I re-UV a complex fold in Maya to give me a proper clean UV unfold which is as good and symmetrical as the flat pattern's UV?
@@gamingunlocked9947 its easier to reuv in maya. Just make seamlines where you have the thickness, make another to open that thickness stretch line into a rectangle and unfold them. The topology is really good so it will open exactly like the earlier uvs.
Dont forget to disable the construction history while retopologizing ! thanks Bro
I think the music should be something less, it is too distracting imo, Nice Tips btw.
Good video man but the music wasn't but keep it up
Song
Bondax - Gold (Snakehips Bootleg)
Thanks for this but it was hard to hear with the music.
I'll keep that in mind from now. 😊 Thank you
is this ready for games? cuz your retopology in Maya has 20000 tris, but when you reconstruct the mesh inside zbrush it only has 3000 tris, but will it capture all the details if i sculpt on it?
You can use the lowest subdivision as a starting point for game. That's not i meant while am talking about getting subdivision. Subdivision will help you to cleanup the bad artifacts and modify the sculpt in it's lowest subdivision. After all you can move the zbrush mesh better when you have low divisions. And if you want to use it as a game mesh go ahead you can. (most of time i do that) but you also have to take care the nonplaner faces and adding cuts in smoother area.. Hope this will make sense. If not you can join my discord i'll try to explain more there.. Thanks 😊
APPLAUSE!!!!! AND THANK YOU!
Glad it helps 😊
by the way there is a remesher inside marvelous its same zremesher i believe much better than zremesher check it out give it try and thankx for the tips
I know about that.. But it still make triangles if the patterns are curvy at the edges and also you'll not have any subdivision, but in this process you will have totally quard mesh with subdivision ..hope that will make sense.. Thanks
thankx for the info maybe ur right
😊 Thanks for understanding
The marvelous zremesh only project quads in the interior of the pattern. but make a total mess in the borders. I do not recomend it
Thank you
Glad it helps 😄
It will work with capes or geometry which has one side, but with complex clothes it`s useless
I Used this process in production to make clothings and drapery. It's works for me. Am not sure what you want to achieve but for clothing and all it does work
@@3DTips yeah, but how do you match the points on the collar, sleeves with the body part? Eyeball it?
So bad that panel loops function only allows 25 loops maximum. that means you can only have 4 subdivs.
hi,bro.what is the hotkey of delete history?
For maya i guess it alt+shift+D.
What about the UVs?
After panel loops take the lower division mesh to any 3d softwares or in zbrush.. Uv it then re import the lower division mesh to same subtool.. You will get your uvs
there's new version 8 v4 they have remesh beta! can you do tutorial about that?
I'll 😊
I m wondering what is the process if you want welded points and you have something with pockets like pants. I can t find for this situation a good workflow.
too complex
Ughhh. This video could have been only 2 minutes. You don't need any of those softwares anymore. You can just retopo right away in marvelous design. And there you go. :) I guess you didn't know that or the option wasn't there before.
Thanks mate
Thank you