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Model Perfect Wrinkled Cushions & Furniture With Marvelous Designer and 3ds Max
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- Опубликовано: 4 май 2019
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If you want to model cushions and other furniture with perfect wrinkles in 3ds Max, it can be very hard. I have other videos showing how to do that using the cloth modifier.
• 3ds Max Tutorial: Mode...
• 3ds Max Modeling: Add...
I have tried for a long time to figure a better workflow, that gives you the wrinkles easily, but also maintains great topology for your models. This technique maintains good quads, edge loops and UVW mapping. It is a similar effect to what you see modeled on sites like designconnected.com.
This technique starts with a very basic model in 3ds Max, fully unwrapped in the simplest of ways. If you are lost for that part, see my other video regarding UVW unwrapping using the basic 3ds Max tools.
• 3ds Max Texturing Tuto...
From there, you can take the model into Marvelous Designer, where the new tools for Marvelous Designer 8 make it very easy to turn that basic model into a soft cushion. You can import the model as an avatar, and as a garment generated from the simple unwrap that we have done. Then, with some simple 3d sewing fixes (new for MD8), we immediately simulate in Marvelous Designer.
Once we have our simulations done in Marvelous Designer, we can come back into Max and use the retopo tools, specifically the conform brush, to turn our simulation into something that is much cleaner and editable. Once we have that we can add some finer details through basic poly modeling. In the end we should end up with a super clean, wrinkled cushion or piece of furniture that wasn't that hard to create. The hardest part is figuring out the proper workflow, and that is what I will lay out here in this tutorial.
This is a perfect way to add more organic detail to your scenes, specifically for your arch viz furniture. Retopo tools and Marvelous designer are both great tools to have in any architectural visualization artists toolbox.
Software:
3ds Max
Marvelous Designer 8
Main tools:
Conform Brush
Poly modeling 3ds Max
Pressure in Marvelous Designer
Shrinkage Weft / Warp
3d Sewing
Hello,
Thanks!
if you don't care to get only quads, a little trick to avoid the conform part in max (between 9:42 to 16:30)
1 - imported mesh -> convert to edit poly
2 - select all borders with mouse
3 - add modifier PolySelect
4 - vertex subObject -> get selection from edge
5 - add modifier EditPoly
6 - vertex subObject -> weld the vertex selected
7 - add another modifier PolySelect
8 - edgeSubObject -> get selection from vertex
9 - add another modifier EditPoly
10 - edgeSubObject -> extrude with your parameters
11 - add modifier ProOptimizer with keep UV's checked
12 - decimate
This is one of the best MD tutorials on youtube, GREAT JOB!
Appreciate that. Thanks for watching.
Wow, what a great tutorial!!. Thanks 🙌🏽
@learn Arch Viz, you can flip normal in MD if you see the surface is a little darker instead of rotating it.
Yep.
Great tutorial! Just a quick tip for when you flip the bottom section at the start. There is a 'Flip normals' button in Marvelous.
Wow simply amazing stuff Adam!
This is so damn well explained that I can apply it on any 3d modeling program!!! Amazing! Thank you!
Well... I havent had the luck i expected, the amount of stitches is totally different, there is no subdivision applied, the gimbal looks different
Great tutorial, man!
Nice tutorial 👍👍
Excellent video tutorial. I drew 2 beds and animated them. I made 3d tracking - integrated in the video. Have a look at them on my channel in playlist *BED from Artem Gogolov*
I should really get marvelous designer.. that program is too amazing for cloth, stuffed objects
Looks dopeeee!!
You should do a lightmass settings only tutorial..finished both of your unreal courses but for some reason i cannot get a clean movie renders..
Thank you in advanced. This video is dopeee
Thanks. I definitely need to show more stuff out perfecting lightmass. It is tricky and can be endlessly refined.
Very nice master👍
awesome method
THANK YOU :)
Excellent lesson. I drew 2 beds and integrated them in the video. Have a look at them on my channel in playlist *BED from Artem Gogolov*.
When I import the model as garment it gets really small. I don't know how to fix it and resizing doesn't work
It doesn't work for me, unwrapped UVW from max comes in MD as a single mesh and cannot separate or sew.
I think Retopology modifier can make nice quad mesh instead of relaxing it the way you did (3ds max 2022.2 and after) does it?
You could definitely be right about that. This video was made before the retopo modifier was added to Max, but that could definitely change the workflow some.
May you tell me that what kind of configuration should have for MD software
It might be possible with Adobe Substance, too instead of Marvelous Designer.
Hi Adam, I am takıng at your course and I currently am at the part of MD introduction. The stuff shown in course simply dont work for me, I don't know why so I came to see thıs. And thıs also doesn't work as well....I make the sımple box and sımple uvw unwrap but when I want to import it to MD it says that it cannot trace UV edges or something like that, the only way it works is if I do unfold mapping but in that case again it imports as one piece and can't be sown. I know I am doing something wrong I just can't figure out what. I have spent whole day making one simple cushion in MD and I couldn't do ıt...it is really so frustrating at this point
I was struggling with this is in MD and I realized I was importing in mm instead of inches... D`=
didn`t work for me, I've been struggling the whole day to make It work but it seems not to recognize UV coordinates from max, whenever I click on simulate it just messes up. you should go step by step, including even the unwrap technique you used ( already saw your unwrap video...din`t elaborate much on the basics)
Hi! This content it’s also included into your training course about furniture modelling in max? It include more contents than this playlist?
Thanks!
Can u please show us How to do this with solidworks instead of 3dmax pleaseee? I need it
Cool! Can it be done in Maya?
You are taking a very long and not that accurate way of projecting the clean mesh onto the MD simulated mesh. You can use the skin wrap modifier and set it to UV space. because both the clean mesh and simulated mesh both share the same UV coordinates this option is perfect because with one click it looks at the UV and then morphs the mesh to fit perfectly :) Hope it speeds up your workflow!!
I want to try this. I have used the method before for other things. If it can work here it would definitely be faster and better.
@@Learn-archViz It definitely does work and is recommended for cloth like bed sheets or anything folding onto itself :)
Zbrush rememesh?
I have a question. I can see that your final re-topo model, the poly count seems like almost the same with your exported model from MD. If you wanted the model to be quad, can't you just choose quad under misc tab at 9:06? And how about the new remeshing (Beta). Is it any good?
Yes, you can do that. Sometimes the retopo will give you more efficient models, and you'll have more control over edge flow, and the model in general, but maybe you don't need that.
My axis is different from this one. My XYZ axis is following my camera view? how do I make it like this on the video that sticks on its XYZ axis?? TIA!
Superb tutorial. I drew 2 beds and animated them. Check out them on my channel in playlist *BED from Artem Gogolov*. That s really cool!!!
Im sure you already figured this out, but in case others in the future want to know. You go under preferences at the top of your screen, select Gizmo and change from screen coordinate to local coordinate
hey dude, what if you flip the normals, or flip the uvw even of that panel that comes upside down?
yeah, you can clean it up in Max and then re export if you want to.
Why not use the model from MD and set to quad? Why spend another hours for conforming your original box model?
You can do it like this if you want more control over your edge loops, so you can go in and model stitched seams, for example. Quads from MD won't give you nice edge loops, so the model won't be conducive to further modeling / detailing. Also, this method can give you much more efficient models, i.e. the high tessalation is only where it needs to be. MD quads will be tesselated equally everywhere, which could mean lots of polys. Both techniques can probably get you a model that will render nicely, but I was speaking to other considerations in this video too. Thanks for watching.
@@Learn-archViz Thanks for the clarification.
Hello, I'm running marvelous designer on intel hd620 graphics and it keeps crashing. Is there anyway i can use MD on integrated graphics without it keep crashing...?
I don't know your specific setup, or what the specific requirements are for MD, but it is pretty labor intensive. Weird that it just crashes, though, rather than just taking a really long time.
I'm pretty sure you can flip normals with right click.
Yep. That has been addressed in other comments.
whenever i export the uvs to marvellous designer at the the start they all end up in places that they were not in the uv unwrap in 3ds max
nevermind maybe cause it was about the size of the object but i manage to get it how it was suppose to
Only thing unclear with that way is how you see where are the wrinkles of the cushion from the Marvelous when you do the cuts in the 3ds max, since those 2 cushions are one on top of the other.
whenever i import the cube its faces are separated like uv map in 3d space. why?
Update Marvelous Designer, that issue has been fixed.
@@fernandopain4824 thanks.
Stuck at synchronisation Start 20%
You know that MD has quads as well right?
Yes. I mentioned that in the video. Not really the point of what I am doing here.
Aye and it takes ages to update the patterns as Quads but well worth changing to for the final export.
That's when you realize how much ZBrush/Marvelous is 50 times better than 3DS Max/Marvelous ;)
the sewing lines leave some deformations in my model. why is that happening? look ibb.co/H25kSgK
or are they just seams?
I really don't like it, when listening to music at work, it is interrupted by advertising that is useless to me. Nothing personal, you need to better target. +1 dislike for all videos)
Oh, that totally makes sense, LOL
You can either: flip horizontally (Command G), right click and choose flip vertically Flip Normals: Edit>Context Menu>3D Garment>Flip Normals, this is easier than trying to turn a piece of material around especially if the sewing had been good.
You are correct
Great turorial! Thanks a lot, so useful!