Marvelous Designer to Zbrush Workflow / Clean topology with Subdivision(Maya Required)

Поделиться
HTML-код
  • Опубликовано: 22 окт 2024

Комментарии • 86

  • @madbasis
    @madbasis 4 года назад +127

    Trust me, you don't need background music when it comes to tutorials involving 3d modeling.

    • @AlexeiX1
      @AlexeiX1 2 года назад

      you dont have to make pointless comments on youtube videos either but this is the world we live in apparently

    • @gegi4577
      @gegi4577 2 года назад

      who said you're allowed to decide hahah?

    • @King-mj2bn
      @King-mj2bn Год назад +10

      @@AlexeiX1 I like how you prove your own point with a pointless reply to constructive criticism.

  • @dorianare6094
    @dorianare6094 3 года назад +4

    Nice workflow, I have seen a few and this might be my favourite! So quick! Thank you for sharing your knowledge

    • @3DTips
      @3DTips  3 года назад

      😅 Glad this helped

  • @attilahalasz7914
    @attilahalasz7914 2 года назад +1

    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?

  • @eazygfx4815
    @eazygfx4815 4 года назад +8

    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

    • @Techgamerism
      @Techgamerism 2 года назад

      The morpher is not letting me select the target even though both meshes have same no of vertices

    • @JaySamurai79
      @JaySamurai79 2 года назад

      Did you findout if max allows for this?

  • @dlehgus0909
    @dlehgus0909 3 года назад

    U Saved my day. I dont need to do retopology manually. Thx

    • @3DTips
      @3DTips  3 года назад

      😅 Glad this helps

  • @jaze_ph
    @jaze_ph 3 года назад +1

    MAN THIS IS GOLD! thanks

  • @edwardmartin9802
    @edwardmartin9802 6 месяцев назад

    Perfect tutorial, hit the real point! Only the bgm is to loud.

  • @rueriazel
    @rueriazel Год назад

    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?

  • @isilven3d796
    @isilven3d796 3 года назад +2

    thank you, this is right what i needed! amazing tutorial

  • @scifiworld6462
    @scifiworld6462 7 месяцев назад

    Great informative tutorial 👍

  • @cezarcristian4666
    @cezarcristian4666 2 года назад

    wow, nice video thank you. I didn't knew maya has such a cool feature!

  • @TheTrietJonas
    @TheTrietJonas 3 года назад +1

    thanks for sharing this, it really help me a lot!

  • @arjunkumarprasad863
    @arjunkumarprasad863 2 года назад

    best tutorial ever

  • @original9vp
    @original9vp 2 года назад

    @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?!

  • @asturiastroub
    @asturiastroub 2 года назад

    Thanks for your nice tip

  • @RyanChristianDeRoxas
    @RyanChristianDeRoxas 8 месяцев назад

    do i need to retopo afterwards or I'll just use its lowest subd?

  • @JoHnWxNoW98
    @JoHnWxNoW98 3 года назад +1

    Thank you, this is a very good tutorial to speed up my workflow

  • @drktien63
    @drktien63 5 лет назад +4

    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

    • @3DTips
      @3DTips  5 лет назад +4

      Sorry that you got disappoint.. I'll mention that maya is involved

  • @minuscolochao1557
    @minuscolochao1557 Год назад

    Thank you so much for sharing ♥️

  • @johnyen9065
    @johnyen9065 2 года назад

    Thank you for sharing! This tutorial is useful~!👍

  • @anoopxds
    @anoopxds 5 лет назад +1

    Thanks man.its really a cool tip. i was struggling for finding good workflow for this.

    • @3DTips
      @3DTips  5 лет назад

      Glad this helps

  • @MustafaBerkeGureltol
    @MustafaBerkeGureltol 2 года назад

    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?

  • @rishimalik594
    @rishimalik594 Год назад

    thanks you brother

  • @ProjectIdeal
    @ProjectIdeal 5 лет назад +1

    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

    • @3DTips
      @3DTips  5 лет назад +1

      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..

    • @3DTips
      @3DTips  4 года назад

      @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.

    • @AlexeiX1
      @AlexeiX1 2 года назад

      @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.

  • @MrConfere
    @MrConfere 4 года назад +1

    Great tutorial, thanks for posting it. does anyone know how to do this with C4d?

  • @mauricioescudero1941
    @mauricioescudero1941 9 месяцев назад

    you saved my life 😭

  • @supriyopaul4009
    @supriyopaul4009 2 года назад

    Brother make a video game ready character hair. and what are the maps used for game ready hair

  • @0K_man
    @0K_man 11 месяцев назад

    Thank you

  • @sculptzbrush
    @sculptzbrush 2 года назад

    nice tutorial dude

  • @kirandev
    @kirandev 5 лет назад +1

    Dont forget to disable the construction history while retopologizing ! thanks Bro

  • @christianlee1423
    @christianlee1423 5 лет назад +1

    this is only good on single object, but try complex pants or jacket this wont work. can u make tutorial for more complex pieces? :)

    • @3DTips
      @3DTips  5 лет назад +1

      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

    • @potatoozz354
      @potatoozz354 5 лет назад

      @@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! :)

    • @saulioelrumano
      @saulioelrumano 5 лет назад +1

      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!!!

    • @MrGenia1991
      @MrGenia1991 2 года назад

      @@3DTips how about the same tip but in 3ds max?

  • @TMZStreetWorkout
    @TMZStreetWorkout 3 года назад

    Song
    Bondax - Gold (Snakehips Bootleg)

  • @gamingunlocked9947
    @gamingunlocked9947 4 года назад +2

    But by adding thickness in Zbrush dont we lose the UVs? I need to retain my UVs in Zbrush

    • @3DTips
      @3DTips  4 года назад

      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
      @gamingunlocked9947 4 года назад

      @@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?

    • @AlexeiX1
      @AlexeiX1 2 года назад

      @@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.

  • @riskciko55
    @riskciko55 2 года назад

    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

    • @3DTips
      @3DTips  2 года назад

      Fix the uv overlap on Marvelous before you do this process.

    • @riskciko55
      @riskciko55 2 года назад

      @@3DTips ohh i see thankyou !!!

  • @randallremedios-ambrose937
    @randallremedios-ambrose937 3 года назад

    I think the music should be something less, it is too distracting imo, Nice Tips btw.

  • @AI_MIXING
    @AI_MIXING 5 лет назад

    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?

    • @3DTips
      @3DTips  5 лет назад +4

      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 😊

  • @DarkestDeeds
    @DarkestDeeds 5 лет назад +9

    Thanks for this but it was hard to hear with the music.

    • @3DTips
      @3DTips  5 лет назад +1

      I'll keep that in mind from now. 😊 Thank you

  • @hossamfahmy9298
    @hossamfahmy9298 4 года назад

    Good video man but the music wasn't but keep it up

  • @amp7224
    @amp7224 4 года назад +1

    APPLAUSE!!!!! AND THANK YOU!

    • @3DTips
      @3DTips  4 года назад

      Glad it helps 😊

  • @donovanbaine8842
    @donovanbaine8842 5 лет назад

    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

    • @3DTips
      @3DTips  5 лет назад +1

      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

    • @donovanbaine8842
      @donovanbaine8842 5 лет назад +1

      thankx for the info maybe ur right

    • @3DTips
      @3DTips  5 лет назад

      😊 Thanks for understanding

    • @HikaruIshiju
      @HikaruIshiju 4 года назад +1

      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

  • @Bolaway
    @Bolaway 4 года назад +2

    It will work with capes or geometry which has one side, but with complex clothes it`s useless

    • @3DTips
      @3DTips  4 года назад

      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

    • @tearcrystal3494
      @tearcrystal3494 3 года назад

      @@3DTips yeah, but how do you match the points on the collar, sleeves with the body part? Eyeball it?

  • @mordecai1484
    @mordecai1484 3 года назад

    So bad that panel loops function only allows 25 loops maximum. that means you can only have 4 subdivs.

  • @kirandev
    @kirandev 5 лет назад

    there's new version 8 v4 they have remesh beta! can you do tutorial about that?

  • @mazi2043
    @mazi2043 5 лет назад

    What about the UVs?

    • @3DTips
      @3DTips  5 лет назад +1

      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

  • @edmundzhong6178
    @edmundzhong6178 5 лет назад

    hi,bro.what is the hotkey of delete history?

    • @3DTips
      @3DTips  5 лет назад

      For maya i guess it alt+shift+D.

  • @florianristea
    @florianristea 3 года назад

    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.

  • @kunquqin7040
    @kunquqin7040 4 года назад

    too complex

  • @stanwildin3D
    @stanwildin3D 3 года назад

    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.

  • @thecheth
    @thecheth 5 лет назад

    Thank you

    • @3DTips
      @3DTips  5 лет назад

      Glad it helps 😄