These vids are the best, super concise and super clear. It's often hard to learn the bleeding edge techniques of character production when you work in smaller studios without taking courses, so being able to learn these from trustworthy industry pros for FREE is absolutely insane, makes a huge difference, thanks heaps!
Thank you so much. At first I wasn't able to make that plugin work in Zbrush, I used the paint brush and it paints black line but its not as strong and the plugin doesn't separate in groups, but I played with the values of the brush the z intensity of the tablet pressure to full and it worked! One needs to also paint all the edge borders of the panels like the ends of the sleeves the collar etc.
Gee! Thank You Lady! Sorry I'm so late to the party! This is going to make my garment workflow so much more saavy. I had been trying to figure out the whole Maya Unfold thing ever since they introduced it but now it makes sense. Not to mention using modeled geo instead of building patterns from scratch!!! GEE!!! THANK YOU!! SO CONCISE!! Direct without the long, time consuming Fluff!! I'm looking forward to more and I will join your Discord to post my current MD animation projects. Kudos! Kudos! KUDOS!! ❤️💯🎨🎨⭐️🔥👏
i usually dont comments on videos but i have to this time. I love how detail you talk about the process and is easy to understand! I really enjoy your videos and learned a bunch from it. Will like to see if you could make a demo on how to use clothing on animated humanoid. (the process ). Keep up the good work! looking forward to see more of your vids
I had issues when importing a mesh from 3dsMax, and using the "trace pattern from UVs" checkbox. The mesh looked distorted when importing into MD. Thanks to you, I tried the Unfold technique which is also available in 3dsMax unwrapping tool, and the mesh behaved better in MD. Thank you!!!
Siempre me encanta ver los diferentes flujos de trabajos que tienen los artistas, porque te puede ayudar o mejorar algunas cosas a uno mismo, gracias por compartir tus conocimientos con nosotros ^u^
Hey there! Thanks for your comment! I had to run it through Google Translate though as I unfortunately don't speak Spanish, but I appreciate the compliments nevertheless :) Cheers!
After watching all of your courses on dressmaking, I realized that the clothing sketches can be imported into MD Clothing Plates, and after MD strikes the pleats, exported from the new topology into zbrush. So, a closed loop process is formed from paneling to career wiring. Isn't it~?😀
I came across an issue: 13:13 - when I import my mesh as garment to marvelous it doesn't import that in "pose". Garments are flattened in 3D view.. they are sewed, but they are flat. Any help with that?
I personally find it more intuitive. Figuring out the design ahead of time makes the Marvelous Designer result more predictable. Sketching most garments can be accomplished in under an hour with experience.
Torned cloth? That's usually done with alphas on the low-res. I mean the question is interesting though but it's not common to add tears to the simulated garment. Easier to do it through the textures.
@@Outgang can you pls make a seprate video as i am rn learning max and attended a workshop on how to make a game ready character where they introduced us to marvelous but not quite well but i want to create a game character as much as same as i can pls its a request 🙏🙏 ..
@@deepanshus5049 Hey Deep, I'm really deep into Blender these days but if you're looking for in-depth MD training there's a LOT of content on outgang.studio.
Hey, great tutorial! I've got a question though. At 6:15, how did you process this wacky Zremeshed model to a super smooth and polished one from the beginning of step 3? IT seems like there is quite a substantial gap there. Thanks a lot in advance!
The secret is Zremeshing twice. The second Zremesh is much cleaner than the first. The model shown at the beginning of step 3 is probably one I had prepared before recording but there's nothing really special about it. At the end of step 2 you can see the result from a second Zremeshing of a surface, it's pretty clean. I may have manually cleaned up a few edges as well using Zmodeler (I don't remember, at this point it's been a while). Hope that helps!
@@Outgang Hey Laura, thanks a lot for your answer. Yes, double ZRemesher pass definitely helps. I guess the ZModeler clean-u is what I asked for, as the model looks extremly clean at the beginning of step 3 (especially the belt/waist area). Anyway, great channel and tutorials. Thank you a lot for all your work! :)
@@krzysztofwolski9156 one method i like to use is similar to Laura's. Super up the poly target count so that it can get every nook and cranny. Then zremesher half until you get a result you're ok with. Sometimes using the crease edge helps to maintain the sharpe edges.
If you intend to do any sculpting in Zbrush on the highres after the Marvelous Designer phase, yeah, you can't really get out of having to retopologize the garment. Thankfully Zbrush has ZRemesher for that.
I'm afraid that's very little information to go on. You should drop by our Discord channel and ask your question there (with more info). If I don't help you out there someone else will :) The Discord link is in the video description.
So you can legit import zbrush sculpted cloth and simulate in marvelous? I thought you had to build your clothes in marvelous. Pleadr some one educate me if i'm wrong
These vids are the best, super concise and super clear. It's often hard to learn the bleeding edge techniques of character production when you work in smaller studios without taking courses, so being able to learn these from trustworthy industry pros for FREE is absolutely insane, makes a huge difference, thanks heaps!
This workflow is new to me so thanks for sharing.
I just discovered your channel and I love the way you teach. Its very structured. Thank you for sharing this workflow to us!
Cheers Dat and thanks for watching my videos! There's plenty more to come :)
Fantastic. Thanks for the clear and concise setup on this. It's going to save me so much time. Looking forward to future uploads!
My pleasure Casey!
Thank you so much. At first I wasn't able to make that plugin work in Zbrush, I used the paint brush and it paints black line but its not as strong and the plugin doesn't separate in groups, but I played with the values of the brush the z intensity of the tablet pressure to full and it worked! One needs to also paint all the edge borders of the panels like the ends of the sleeves the collar etc.
That's awesome! PolygroupIT can definitely be finicky. It seems to really dislike grey values.
oh! what! but!! OOH really smart one here!! you open a new world for me here, thx a lot!!!!
Gee! Thank You Lady! Sorry I'm so late to the party! This is going to make my garment workflow so much more saavy. I had been trying to figure out the whole Maya Unfold thing ever since they introduced it but now it makes sense. Not to mention using modeled geo instead of building patterns from scratch!!! GEE!!! THANK YOU!! SO CONCISE!! Direct without the long, time consuming Fluff!! I'm looking forward to more and I will join your Discord to post my current MD animation projects. Kudos! Kudos! KUDOS!! ❤️💯🎨🎨⭐️🔥👏
Haha glad to be of help! Come and join us! Cheers!
Learnt a new workflow today, thank you for this!
i usually dont comments on videos but i have to this time. I love how detail you talk about the process and is easy to understand! I really enjoy your videos and learned a bunch from it. Will like to see if you could make a demo on how to use clothing on animated humanoid. (the process ).
Keep up the good work! looking forward to see more of your vids
I had issues when importing a mesh from 3dsMax, and using the "trace pattern from UVs" checkbox. The mesh looked distorted when importing into MD. Thanks to you, I tried the Unfold technique which is also available in 3dsMax unwrapping tool, and the mesh behaved better in MD. Thank you!!!
Nice Laura! Subscribed!
Incredibly cool technique. Thank you very much!
Thanks Laura. Just workflow what I need as newbie in Marvelous D.
Siempre me encanta ver los diferentes flujos de trabajos que tienen los artistas, porque te puede ayudar o mejorar algunas cosas a uno mismo, gracias por compartir tus conocimientos con nosotros ^u^
Hey there! Thanks for your comment! I had to run it through Google Translate though as I unfortunately don't speak Spanish, but I appreciate the compliments nevertheless :) Cheers!
Wow! Never know about this. Thank you so much!
"there you go, it's dead now" /ends video :D
Thanks Laura.
Thanks so much for sharing. Cheers.
thank you so much
Where the part where you debug the missing parts ? Great tutorials by the way.
Very useful. Thanks for sharing.
After watching all of your courses on dressmaking, I realized that the clothing sketches can be imported into MD Clothing Plates, and after MD strikes the pleats, exported from the new topology into zbrush. So, a closed loop process is formed from paneling to career wiring. Isn't it~?😀
Thanks
I came across an issue: 13:13 - when I import my mesh as garment to marvelous it doesn't import that in "pose". Garments are flattened in 3D view.. they are sewed, but they are flat. Any help with that?
Hi!!!! awesome explaintation. The pen sharp is available in your website or where can I find it? it looks really helpful. Thanks in advance
very cool
thanks! great tips!
My pleasure :)
yippee
what is the advantage of this workflow over modelling directly in marvelous?
I personally find it more intuitive. Figuring out the design ahead of time makes the Marvelous Designer result more predictable. Sketching most garments can be accomplished in under an hour with experience.
When u import the geometry it all stitched toguether?
exportion frome zbrush to marvelous my avatar remains same but my garments is not in the same position any solution plz.
can you pls make video on how to make torned cloths in marvelous designer pls it will help me a lot..
Torned cloth? That's usually done with alphas on the low-res. I mean the question is interesting though but it's not common to add tears to the simulated garment. Easier to do it through the textures.
@@Outgang can you pls make a seprate video as i am rn learning max and attended a workshop on how to make a game ready character where they introduced us to marvelous but not quite well but i want to create a game character as much as same as i can pls its a request 🙏🙏 ..
@@deepanshus5049 Hey Deep, I'm really deep into Blender these days but if you're looking for in-depth MD training there's a LOT of content on outgang.studio.
@@Outgang can you pls tell me what is your pc hardware info ??
@@Outgang ok thanks for the studio link 😇😇
Hey, great tutorial! I've got a question though. At 6:15, how did you process this wacky Zremeshed model to a super smooth and polished one from the beginning of step 3? IT seems like there is quite a substantial gap there. Thanks a lot in advance!
The secret is Zremeshing twice. The second Zremesh is much cleaner than the first. The model shown at the beginning of step 3 is probably one I had prepared before recording but there's nothing really special about it. At the end of step 2 you can see the result from a second Zremeshing of a surface, it's pretty clean. I may have manually cleaned up a few edges as well using Zmodeler (I don't remember, at this point it's been a while). Hope that helps!
@@Outgang Hey Laura, thanks a lot for your answer. Yes, double ZRemesher pass definitely helps. I guess the ZModeler clean-u is what I asked for, as the model looks extremly clean at the beginning of step 3 (especially the belt/waist area).
Anyway, great channel and tutorials. Thank you a lot for all your work! :)
@@krzysztofwolski9156 one method i like to use is similar to Laura's. Super up the poly target count so that it can get every nook and cranny. Then zremesher half until you get a result you're ok with. Sometimes using the crease edge helps to maintain the sharpe edges.
cool
One question i do have though, do we still have to do a retopology once we are done with the high res?
If you intend to do any sculpting in Zbrush on the highres after the Marvelous Designer phase, yeah, you can't really get out of having to retopologize the garment. Thankfully Zbrush has ZRemesher for that.
@@Outgang thank you for the quick answer :)
Hi Laura, when I import a OBJ shoe into Marvelous Designer, it explodes, and I'm not sure why. Any suggestions? Thank you!
I'm afraid that's very little information to go on. You should drop by our Discord channel and ask your question there (with more info). If I don't help you out there someone else will :) The Discord link is in the video description.
@@Outgang Sounds great! Thank you so much.
I like you voice)
I like him whole 😅
If only MD used all quads, the transfer would be so much smoother.
There's always the quadrangulate option.
So you can legit import zbrush sculpted cloth and simulate in marvelous? I thought you had to build your clothes in marvelous. Pleadr some one educate me if i'm wrong
No you're totally on the money! Sculpt a garment in Zbrush, import it in MD and simulate it. It doesn't work for everything though.
is this a guy or a girl?
GOD
Thanks so much for sharing. thx. Laura