Retopology of Marvelous Designer Clothes in Blender

preview_player
Показать описание
Retopology of Marvelous Designer clothes in Blender is essential to optimize the poly count and make the cloth look good in animation. In this guide, we will walk you through how to retopologize your Marvelous Designer clothes for use in Blender

Pupa Addon; Blender animation solution for Vfx and Games
check it out for yourself with the link
Discount Price for owners of the old pupa addon. code located on your order page

instagram: @theluwizart
Twitter: @luwizart
Рекомендации по теме
Комментарии
Автор

For bridging you can also enable the merge option to merge the bride edges together rather than adding a new row of polygons

simpled
Автор

it's like magic! thank you so much for this

Crazetasic
Автор

man thank you so much for th wings tutorial that helped me alot Love Youuu

prynxu
Автор

Thanks you deserve million subscribers

moonlightstudio
Автор

I was looking for this procedure in blender and thank you I finally found it and no need for maya or max, by the way i have question ... if u didnt add those cloth seams in zbrush couldn't you jsut increase subdev in blender and use shape key instead of projection in zbrush ? or i have to go in zbrush in all cases ?

sofnrlh
Автор

Target contains concave polygons, tried splitting concave faces...that doesn't work, tried triangulate modifier on the target, that didn't work...can't bind it.

whoopcdaisyyootz
Автор

It didn't work for me; when I used subdivide, it turned into a mess. Could someone help me figure out how to fix it? Also, once the garment is made, Blender doesn't let me edit it to merge the vertices. When I enter Edit mode, it shows me the flat pattern, not the formed garment, and I'm not sure if I'm missing a step or what :( PLEASE HELP

pwp_nwn
Автор

blender has it's own projection, i dont know why he didn't use it. in theory, you can have you're high res from marvelous, and you're final retopo mesh made in blender, and u project the retopo on the original using shrinkwrap modifier. it should work the same as the zbrush projection. i dont have time right now to test it but im pretty sure it would work. let me know if someone tries it!

cmdr.fullmtalx
Автор

Bro, you can also autoremesh this flat mesh in zbrush and import with project in blender! God bless you from Russia!
UPD: add this small tutorial in my favourite)

jonerogan
Автор

What clothing seams Zbrush pack is that?

Zev_Reef
Автор

You do know in Marvelous Designer preference you can edit the mesh from triangles to quads? Now the question is, does any of that matter when converting objects over into Blender lol.

WackFPV
Автор

How did you model the clothes in Marvel, could you show them step by step?

suelen-
Автор

Yo my mans so
Marvelous can’t have clean topology?
It’s always going to be tris ?,
I just realized….. other than have the folds of the clothing,
And can just do the clothes in blender from retopology alone. I don’t think there’s a need to make a shirt in marvelous unless it’s something more complex like a dress or teachwear.

_casg