Marvelous Designer to ZBrush [WORKFLOW]

preview_player
Показать описание
Today’s video is on how to bring your clothing from MD to ZBrush!
So you can get started with adding details and projecting textures on clean UVs

SKIP THE INTRO: 0:30

3D TUTORIALS (with 15% OFF)
Code: WFN15

My social:

#ZBrush #MarvelousDesigner #3DSculpting #3Dmodeling #3Dcharacter #Artist
Рекомендации по теме
Комментарии
Автор

Heyhey, a new video finally! Hopefully you guys find those tutorial useful, cause there is no point in continuing if they are not!

Let me know what you want next!

Автор

You chose the longest way to stitch each sub part for individual polygroup. When importing garment to Zbrush, you can weld closest vertices as a start and polygroup by UV islands based on your Marvelous patterns. Done.

Tomas-dskf
Автор

I think I have never seen such a well made tutorial! You are absolutely the best

pishonsitogaming
Автор

ma'am i've been makaing topology manual for 3 days straight cuz i mess up it again and again, kudos to your workflow, many thanks wouldn't be enough🙏 i didn't know about this option, my life is easy now

anna-uoug
Автор

Super cool! 8:44 an alternative to weld more points may be to increase the weld distance (the slider on the right).

ExVersion
Автор

Nice that masking stitch trick was new for me, thanks for that!

karimdaouiji
Автор

Beautiful Annabelle and amazing works!!!

tonystepd
Автор

Hey Annabelle, great tutorial! I've been trying to redo my workflow for quite sometime and came across a lot of different tips/tricks and I think I finally got one that produces some great results and also allows for you to reconstruct the subdivisions from your HP Marvelous Designer mesh. Most of this came from the Outgang community but also tweaked it a bit. Will try to write it all down and share with you guys!

slif
Автор

Thanks for the tutorial. I loved the stich edges technique :)

thaylanoliscovicz
Автор

Very cool.
I think I have 2 ways to save you quite some time:
1. You could still weld your object when exporting and still get all the polygroups in ZBrush if you use "Auto Groups With UV"
2. Also I just export as obj (selected) in parts. For example divided into skirt, shirt, jacket etc. This way you don't have to separate (or if you followed the welded approach: simply click Auto Groups after importing the FBX and then group split which should separate every piece and then UV group again)
Hope this was understandable. If not let me know.

mostrandomnerd
Автор

Thank you for this wonderful content 👍

vengat_sriram
Автор

Yo! Did ur way and got some issues. How did u import so good topology to zbrush? I mean the connections between chest and sleeves for example. Their topology is ideal quads and parts are matching to each other. Mine has somewhere triangles and dont match so well (had to do some quad-to-triangle stuff with zmodeler to close holes between parts). And now when i want to do bevel, the bevel goes all around my jacket xd it spreads to chest, colar, almost everywhere where the line goes. I ve imported it just like u, freezed and quadrangulate. + another question how to add thickness after ur workflow? Tried panel loop and it messes my shape cuz it's addin thickness to all polygroups i had

eritumakafakafo
Автор

you can also just increase the weld point distance, that should fix it all at the same time

l-dss
Автор

This is just what I I think you should do a tutorial for how to create thicknesses if you haven’t already

fleurinthefury
Автор

Very useful indeed Annabelle. Thanks very much :)

guychiangmai
Автор

It's perfect! Thank you a million!!

КатринОкругина
Автор

Great approach! Thank you for the effort!

mastjappa
Автор

I was exactly looking for this, thank you soo much..god bless u....❤️❤️

singwithvg
Автор

thanks for the workflow, very helpful!

heiu
Автор

Thank you so much! This was so easy to understand! ❤

randomlosernightmares