The information is so complete! I knew how to make morphs before, following a step by step guide that a friend gave me, but I had no idea what it was actually doing. Now, not only I understand what the morph is actually doing, I also learned how to use MD to make my morphs!
I've been using both DAZ and Marvelous Designer for years now. I gotta say... I learned so much from this video. Didn't know I could do some of these. WOW! Thank you for taking the time to explain everything in such detail.
@@WPguru Any advice on what to do with garments imported to DAZ? I have tried to use smooth modifier, but it always split/separate the seams. Also converting the item into a wearable, always explode!
Make sure to export garments as welded and thin, otherwise the geometry arrives in pieces. Best thing I can suggest is to try the Transfer Utility to turn garments into conforming clothing. I’ve explained how to do this in a recent stream: ua-cam.com/video/c8KCxFWCEMQ/v-deo.html
Excellent tutorial. There are a lot of DS and MD tutorial videos out there, but judging by clarity, quality of information, and production value, there are very few that are as good as this. Very well done. Subbed.
I know this is a very old video and thanks for putting this together and everything you do for the community; much love! For those who stumble across this now anticipating using MD to make morphs for DAZ assets it no longer works. Marvelous Designer retopologizes the mesh on import as garment and there is no way to tell it not to do this. Even if you switch you preferences to quad or tris (doesn’t matter) it will edit the topology. So, transferring back to daz and attempting to use the morph loader results in a failure due to the retopology. I don’t know when they made this change but sometime after this video was made. I know they did it to make the sim more efficient but with modern computers and the advent of the GPU option for simulation I can crank it all the way up in MD with a heavy mesh and it is still very responsive. Just thought I would let everyone know!
Thank you, you're very welcome! You're in luck: MD does not change the topolopgy in import, and this method still works in the latest version 🤩. Make sure to set your clothing object to base resolution before exporting from Daz Studio, otherwise you'll get a subdivided mesh with a different resolution and hence an error when you import the morph (it's under Parameters - General - Mesh Resolution). Good luck!
Hey @@WPguru Thanks for replying to this message on an old video. Again, love everything you do for the DAZ community. You are truly a treasure! Are you sure this is the case? Perhaps there is a setting I am missing because I always set my models to base before export (learned the hard-way why that is necessary when I work with morphs in Blender). Is there any setting in DAZ that would override setting the model to "base" in the parameters tab? On OBJ to Garment I am seeing a different topology than when I import to Blender the exact same object. Please let me know if there is a MD setting I am missing!
Great work-around and an excellent tutorial! Very impressive, no nonsense and brilliant. It looks like I can create the base clothing to fit first, lock in the morph, delete the auto-fit full body morph, then use this for animations, since it holds per pose, not just the first pose. Thanks so much for a great, easy to understand tutorial.
finally got cloth fitting with a combination of this video and another one of yours making multiple morphs into one. made sense now when finding all hidden morphs and setting these to zero, big thank you!
You SIR are absolutely amazing! Thank you so much for this tutorial, I've been pulling my hair out trying to figure out how to get clothes to fit bustier women in Daz. Thanks for this and keep up the great work defiantly subbing.
Seriously awesome tutorial. I've been playing with DAZ for a few weeks now. Every time I need an answer to something, I can't understand the pros in DAZ forums because they're way too advanced. I really appreciate your straightforward explanations. In fact, I just signed up as a Patron because I was so impressed :) Question: I love designing clothes in Marvelous Designer, but I don't understand how to rig and package it so that I can sell it on DAZ. If you ever considered creating a course on DAZ3D and how to sell products on there, I would absolutely spend money on it!
Marion! Thank you so much for you support, and you very kind words about my videos! It's extremely motivating :-) Turning Marvelous Designer clothes into conforming clothing items in DAZ Studio is indeed a very tough exercise and very labour intense. I haven't managed to do it successfully either yet - but it's one of those "holy grail" things I'd love to be able to do. The key to success is using the Transfer Utility, which transfers the rigging and necessary morphs into your 3D object. I'm having trouble with all those auto-generated joint control morphs that DS creates as soon as I start posing the figure. When I figure out how to do it properly, you'll be the first to know. In the meantime, I can explain how to package a product into a ZIP file for distribution and sale. I did this successfully for texture packages on my Renderosity store. That's at least part of the puzzle. Watch this space (and the Patreon feed)!
Good morning, thanks for the tips! It's certainly a steep learning curve :D I just fell into the trap you mentioned in the video, and I'm glad you did talk about unconnected mesh. I tried to adjust an M4 suit shirt, and the damn thing just fell apart. If you hadn't explained that, I would have wasted a lot of time trying to get it to work... Looking forward to any new videos, on or off Patreon! Have a lovely day!
this tutorial saved my life!! thank you so much you're the best!! I'd love to learn more about those little secrets DAZ3d hides as the FBM and the FHM hidden parameters.
I most appreciate your help in finding a solution to a repeating problem that I have - following your instructions meticulously - but I have a twist - my garment tends to "slip off" when applying the morph - thx in advance.
Oh yes, that can happen. As long as the whole garment stays in one piece and doesn't fall apart, it's a good start! The slipping off scenario can happen with pattern based clothing as well, usuall when it's a bit too large - just like with real life clothing. Try scaling it down a bit and see if that fixes it. If all else fails, you can try the Tack on Avatar function (it's the little pinning needle icon on the 3D Garment window). This allows you to attach parts of your garment to the figure so it stays in place during the simulation. As an example, a strap that keeps falling from the shoulder and doesn't hold the dress up can be made to stay on top of the shoulder.
This is great, but I honestly have so much more questions about MD and I'm struggling to find the answers elsewhere. I would really love to at least get the basics of MD so I don't have to handle all the stress that comes with Daz Studio's dForce explosions and stuff. Hope you can answer them or make a video on it. I honestly don't even know how many questions I have so I'm just going to list all of them and hope you don't get overwhelmed lol. 1. For Genesis 8 models, you can apply eyebrows, eyelashes, and stuff of that variety. If I have a fully realized Gen 8 character with brows, lashes and hair, do I just import it casually with all these items? I actually tested this and it worked on the surface, but I would just like to know here if I can import those things without underlying issues. 2. You mentioned we could apply a new pose into MD and have the clothing follow it. How would we go about this? I tried bringing in my model posed as an animation, but the bones of the model were all weird at the end of the animation and I don't know how to make the clothes follow it. I don't even know if I exported and imported the animation the right way. 3. If we have a character wearing a skirt or something, how would we go about draping the skirt on a surface as if they were sitting down or laying down? Do we also have to import the chair or whatever it is they're on as well? I assume the answer would be the same as the answer to Question 2. I have more but these are the main ones I want to be answered for right now.
It's been a while since I've worked with MD, but let me give it my best shot: 1.) If it works casually, great - you can do it that way. However, there's no need to bring across items that are not participating in the simulation. Hair is usually geometry heavy, so you can save resources and speed up the export process by excluding those items. You can make them invisible in DAZ Studio before export, that should do the trick. 2.) MD (and dForce) need two positions to drape the cloth: a starting pose (like an A or a T pose), and an end pose (the one you'd like to end up with for a still image). You bring in the character as an avatar in the A/T pose, then bring in (or create) the cloth. Now you export the end pose of the character from DAZ and import on the avatar as a morph. That way MD can calculate each frame in between, draping the cloth for each step. When the calculation is done, you can export the draped cloth again from MD as an OBJ, then turn it into a morph on your clothing item in DAZ Studio. Note that if it's conforming clothing, don't fit it to the character: after the MD treatment, it'll "hang lose" so to speak, but it will match the pose of the character. 3.) If your character is sitting on something like a chair, and the object will likely interact with the draped cloth, bring it in as an additional avatar into MD. As you say it's an endless topic, I hope this will get you started.
thanks! they need to incorporate MD's clothing simulation into Daz! it's miles difference apart on how easy it is to adjust clothes, the speed, the ability to pull cloth by grabbing it! wow, it's a smooooth program
@@WPguru your content is right up my alley. to the point, and exactly how to get it done! thanks for that list! ive been away from daz and am back now, really looking into learning a bit more hopefully make some cool novels. thanks again for the content you put out there, and that list :) (better later that never ;) )
Old video but considering MD is on sale right now on Steam, helped me a lot to test the trial and deciding to get it. Though I didn't need to do anything beyond applying the morph after importing it with Morph Loader, I guess how Daz manages fitting has changed since then. Anyway, thanks!
Hey. I just watched your video and it has so much good information for us. But i wanted to make sure that people know it is always possible on every object their only have to do part is export the cloth which is seperates apart on marvelous designer from daz 3d and then merge the seperated parts of the cloth on some free software like blender. And export it again. Thats all you gotta do when something like that happens.
Oh also. You can do it this way easily but u cannot add it as a morph because u just deleted some geometry on blender and daz will not understand what happened to geometry. But u can just import the export of marvelous designer. This is just a solution for that.
In addition, due to the geometry change that you’ve mentioned, you’ll also have to recreate the materials for the object. While all of this is indeed possible for 3D veterans, it might be a little too much for casual users ☺️ It’s great to keep this workflow in mind though, and I may cover this whole procedure in video one day. Everything is possible in 3D 💪
Thanks for this tutorial, it is very didactic and enlightening, but when I try to put it into practice with a model that does not have the same height as the original G3 or G8, when trying to fit the modified dress with MD the result is a disaster.
Great tutorial, but at 17:30 min the hidden morph properties do not show here in Daz Studio 4.10, although Show Hidden Properties is turned on. Was there a change in Version 4.10? So how to go on in Daz Studio 4.10? Would love to get advice. Thank you so much for your great tutorial.
Those hidden properties depend on what's currently selected, and of course if the selected item uses any hidden properties. Also, in the Parameters Tab, make sure you select "currently used" which should include those pesky hidden values. If this keeps happening, post a video to your workflow from start to finish, I'm happy to take a closer look at it!
very helpful. thanks!! just want to ask if the character moves, does the cloth follows the movement as well? and. how can we adjust the poking part of the cloth?
That's a little complicated I'm afraid. What I've shown here will only work for a single pose, so when you change the figure into another pose, you'll have to re-drape the garment in MD. Since we started as a piece of conforming clothing, you can also drape the full body morph in the A or T pose of your character, then import with Morph Loader and add your new figure to the clothing. I'll show you how to do this in an upcoming video. There are various approaches to fixing poke through. The easiest is to hide the figure geometry that's poking with the geometry editor in DAZ, increase the smoothing and/or collision iterations (on the Parameters Tab) or adjust the clothing in a 3D modeller (like ZBrush or Blender).
Greetings! First of all, thank you for the tutorial. I honestly managed to do everything step by step and for a basic "fitting" it's awesome (I don't know if I plan to dive too deep into MD hahah). Unfortunately though, I have some problems when I have to go back to daz studio. Namely the fact that the "fitting" part where you show the hidden properties (so at the very end) and zeroed the body morph, for me it doesn't work. Rather, makes things worse for some reason. Admittedly, I don't have just a single body morph but In most of my characters (if not all of them), I always tend to use more than one body and head morph. But I don't think that this would be a problem? I mean, in MD works great but when I export and apply the morph to the clothing, it's like I only worsened the piece .-. Thank you!
I'm glad you liked it! Your issue is probably related to an option called Reverse Deformations, it needs to be enabled on import back to DAZ Studio. Try it and let me know if this solves the problem.
Hello WP Guru! I always appreciate you taking the time to reply to all of your comments. I had a question regarding this video: Is there any way to export to MD without having to zero out the translations and rotations of my figure? If I have many scenes that's fully posed and completed, my characters will not be at x=0,y=0, and z=0... so that's my main concern. I'm wondering, with your knowledge of Daz Studio, do you have any suggestions to have MD be streamlined with my non-zeroed-out figures? Thank you for any help. I currently use GoZ with ZBrush to mimic clothing simulations, but this seems so much better!
You're very welcome! Tricky question, there's a few parts to the answer. I remember that characters in a posed position will work, but draping might not. For example, a character with their arms crossed won't fit a long-sleeved shirt correctly. That's why you usually need the A pose to start. As for positions, from what I remember Marvelous Designer does take those into considerations and will drape in place. It should retain off-centre world locations on export, but I don't think I've tried it out myself. On animations it works, on stills - not sure. Let me know if you try it out. Good luck!
Thank you for the tutorial. It's is what I'm looking for. However, I followed the exact the steps in the video. The face count loaded back is different from the original, but vertex count keeps the same. I turned on the wire frame mode in Daz to do the comparison. It looks like MD exported the obj in tri faces while Daz obj is tri faces. Do you have any idea?
Sadly no, I haven't noticed this before. You could try to triangulate in Daz Studio before sending it to MD, that may retain the face count. It's under Edit - Object - Triangulate.
Is it possible to make with MD a Morph for a cloth? I always wanted to have Dungarees who can be undressed, but the unbuckling of the shoulder straps are a real problem, I can do it with Meshgrabber, but I would like if it is possible to make a morph with MD.
Yes absolutely, that's how the majority of undress morphs are created. A strap that falls from the shoulder for example, or a pulled up trouser leg, that sort of thing. Ideally you do this at the modelling stage when you have the outfit as patterns, so you have precise control over selections. You can import arbitrary OBJs like I've shown in this example, but not every OBJ will work well as a garment. You may also need additional tools like the morph brush in ZBrush to blend shapes/drapes together, but that's an advanced use case. In principle, MD can definitely do undress morphs.
This is an awesome tutorial and explains everything very clearly! I was able to use it perfectly when I tried it with Ayana, and it also worked with the base Genesis 8 female model. When I try it on Gen 8 morphed models, dialing in the loaded clothing morph seems to scale down the item, even with no other morphs applied. It always looks like the item was fitted to a character one or two inches shorter/smaller. I've tried troubleshooting but so far I haven't figured out what I'm doing wrong, or found anyone else talking about this issue. Do you know if there's a different process needed for Gen 8? I'm using the free trial, so if I can get this to work I'm seriously considering picking up MD8 while it's on sale. Thank you for taking the time to make these tutorials!
Thank you for your kind words! That's interesting to hear, I've not tried this process with morphed G8 characters, not with the latest version of Marvelous Designer. I'll take a look this week and will let you know if I run into the same issues (and if so, how to fix them).
I've just downloaded the MD 8 trial, and I'm super happy to see that the "crash on OBJ-export" bug has finally been fixed. They didn't fix that in 6.5 (which is the latest version I own). So I've loaded Brute 8, auto-fitted the Astrani Outfit (with hoodie) onto him and exported both Brute 8 and the hoodie to MD. I did this in base resolution, which will help make the calculation a bit faster. Imported Brute as Avatar, imported the Hoodie as a garment, let it drape, and then I've exported the hoodie again as OBJ. Back in DAZ Studio, I've applied new hoodie drape as a Morph Loader morph, un-fitted the hoodie, then dialled in the morph - and it fit perfectly. I didn't run into the issue yo'r describing about the item appearing smaller. I'l do some more testing with other outfits and keep my eye on this. Since this is such a popular topic, I may use MD8 as a demo in one my my live streams on Friday at 10am EST. It's about scene building in DAZ Studio, and making clothes fit would "fit" right in 😊
@@WPguru Thank you very much for checking this out! If it worked for you then it's probably something I missed or spaced out on which helps a lot in narrowing it down. :D Edit: Very interesting. When you said you used Brute I tried it on a DAZ signature figure, Olympia 8, and it worked. I tried it on Vladimir 8, Ryker for Vlad 8, and Fiore (a character that incorporates a morph set)--all of them worked using a Genesis item. I tried again with a figure and G8F item I'd originally had problems with (Amira and Bad Girl Dress)--didn't work. Tried Amira with another dForce item (Universal Dress for Gen 8)--worked perfectly. Tried the same item with an Ollie 8-based character I customized with morph dials and it didn't work. But then I deleted the dress and loaded another version of it without autofitting it. Loaded the morph, dialed it in. It worked. I had a hunch so I cleared the whole scene, loaded the Bad Girl Dress and THEN Amira, did the whole process...and it worked fine. When I load the BG dress before the character, the unfitted dress appears too big for her until I morph it. But if the dress had her as a point of reference when loaded it stays roughly scaled to her, and that scaling affects the dialed in morph even if I've reset all character-specific dials in the hidden category. I've only been using DAZ for about a year so this might have been something well known that I just missed (it would explain why nobody else seems to have this issue haha). Fitting the properly morphed dress creates the sizing issue; even if I dial out all hidden morphs under "currently used" it stays wonky. The scale dial there shows it at 96.6% when fitted, but dialing that up just warps it because the position is fixed. I'll keep poking at it--thank you again for your help!
That was it. All the characters I've tried where it worked right away have no scale modifier. Amira loads at 96.6% scale, so to get it to work right I had to change her scale to 100% before exporting her as .obj. I feel silly but I'm glad it was fixable!
Good Tuto- I tried to follow this- but with load it back into the cloth in DS the cloth always is much bigger- cannot find the solution. Can you help? Export from MD is for Daz, Import, too
Difficult without seeing the whole workflow. If it’s the same scale all the way, check if the general shape is OK. If it is, try dividing in increments of 10 and see if you find a correct value. If the shape is distorted, make sure you use “reverse deformations” on import with Morph Loader. And of course, make sure the cloth is not fitted kn export or after import. Good luck!
Hey, don't know if you could help me but I've been stuck for hours on a dumb problem. I have a custom built body with a ton of morphs and when I get to the part where I'm supposed to 0 out the pregenerated morphs from Daz, there's a bunch of them (morphs I used for the body) in there with none of the pregenerated stuff. I tried zeroing them all out to get to the base genesis 8 body but it looks nowhere near what it should. When I go to apply my morph, it looks way bigger than it should. When I unfit the shirt and then apply my MD morph on it, it looks perfect. Does this method only work for default shapes or do I have to start uninstalling morph packs?
No it works with moprhs too, but right after draping in MD, your garment will only match the Genesis shape when it's not fitted. To turn it into fitted clothing, there's various additional steps involved. I've recently explained those in a live stream, you can watch it here: ua-cam.com/video/c8KCxFWCEMQ/v-deo.html. By the end I have a garment from MD that fits and moves with the figure. Hope this helps!
@@WPguru Actually, that wasn't my problem. I understand what you're doing in the video you linked. You imported a piece of clothing into Daz but Daz kinda doesn't recognize it as anything other than a static obj, so you take steps to make it into a rigged piece of clothing. My problem was that the morphs I were using on my figure kept getting transferred to my clothing, so in order for me to get the MD morph to work, I would have to 0 out all of those transferred morphs. In this video, you only have 1 property to 0 out, I had like 30. But even having done that, the clothing becomes extremely distorted afterwards. Zeroing out all the hidden properties of a piece of clothing should give me the default genesis-fitted look, but it wasn't anything close. The fix was actually to combine all the morphs I used on my character into one, load up a default genesis character and apply that morph. Then I can apply the clothing with it's morph, giving me only 1 property to 0 out, which gives me the results of the video. One problem I had after this point was that my character looked extremely deformed in poses and that was because my character was quite a bit taller than the original, so I had to fix the joints. Apparently when you create your own morphs, Daz doesn't understand how to scale the joints to the right spot. So problem solved in the end. I'll leave this here for anyone who might have this same problem in the future.
Excellent! Yes combining morphs would have been my next suggestion, that makes it easier indeed. I have a video on that, with a follow-up on ERC freeze that’ll release next week (that’s the step you need to make poses on a combined morph not distort). Glad it all worked out in the end!
This was pretty helpful so ty, though in my case im trying to use a pose from the get go and import that into MD, then use clothing that is zeroed to keep all its details. the end way you show kind of works though not fully for what im trying. not sure what is a good way to do what im looking for
Do you have any suggestions for what to do to remove the autofit on the clothing when the character is a mixture of multiple FBMs? It doesn't seem to work quite as cleanly as yours (where the character is made of just one single FBM).
You could turn all those mixed FBMs into a single slider if it helps? I have a video on how to do that (essentially export at base res without clothing in the A-Pose, then import again via Morph loader, then adjust rigging to shape and ERC freeze). Alternatively, if you don't want to use auto-fit, just hit cancel when the dialogue appears and the clothing won't distort. It'll be easier to fix in MD that way.
could you provide a link to some tutorial how to fix same issue using only dforce in DAZ? Tried - the cloth is stuck under natural breast from beginning of simulation and there is no "pull with mouse" function like in MD? Some vertices are located deep inside body (area between breast and stomach) and the cloth is stuck there.
Hi! Do you have a weight maps tutorial or can creat one? I modeling some clothes (for G8 daz studio) in blender, but after transfer utility, areas like armpit and croach broken when characters moves... if you can pls help i'll be very thanls!!
That's very interesting. I sometime use this method when using the timeline to make the shapes "grow" into the cloth doesn't work. But do you know if there is a way to achieve similar results using only Blender instead of Marvellous ?
hi, i have a question how we can make garment in marvelous designer and turn into the duf format in daz studio or how i can rig the clothes to make animation and move my garments properly I will be happy to answer my questions thanks
I had a problem following this tutorial where my clothes would explode as soon as I tried to simulate them. I wanna share the solution for other people having this issue with MD9: It's a scale problem, you've imported your Daz avatar at a really small scale. If you click on Avatar at the top, and then Avatar Editor and Arrangement, you can see that your avatar is roughly 10% of the intended size. This causes the physics simulations to explode. To fix this, re-import the Avatar but click Auto Scale. If that doesn't work, experiment with the scale percentage until your avatar is as big as the green shape you see in the Avatar Editor. When you simulate after that, the clothes will do exactly what they're meant to do.
Heya! Thank you so much for this tutorial, it might just change my life with fitting clothes in DAZ :D One question about MD: when I click to simulate, it works but it kinda looks like there's this constant movement on the clothes, like there's wind constantly blowing from below. I've checked the Wind Controller and it's deactivated. Any ideas on what total noobie thing am I doing?
Excellent! What was it out of curiosity? I've been getting back into MD lately, I'll post some of my Twitch streams soon in which I'm practising. Watch this space ;-)
@@WPguru changing the material type worked. :) When importing the obj assumed a standard fabric_matte type, changing it to plastic did the trick. I'm not sure if I identified the core of the issue though.
You can't, MD will only do the drape "lose" as it were, so the clothing and character are not connected. For every pose you'll have to export the character again, import as a morph target in MD, then let it re-drape. So each character pose will have its own morph dial in Daz Studio.
Good question! Marvelous Designer's engine is faster than dForce (at the moment), and there's more parameters to play with. It's also expensive. At the same time, dForce is constantly improving, so perhaps one day we can use dForce for all our fitting needs.
Could this be used in place of dforce and to make pJCM's? Cause I'm so tired of wasiting hours fixing the pJCM by hand in blender and am hoping to find soultion to fix the issue.
For renders and personal work absolutely! MD drapes much faster than dForce and I enjoy the adjustment options it brings (picking up and dragging the cloth as it simulates). Vendors use it in their clothing pipeline to drape full body morphs so that the garment fits other shapes properly. For distribution, it's not advised to use this method to correct partial JCMs because the draping can cause vertices further away from the problem area to move, which has an adverse effect on other (potentially stacked) correction morphs. For example a shoulder bend lifting the garment up from the hip. We tend to use simple ZBrush/Blender smoothing to fix those.
Is this method still works? whenever I import a clothing item to MD, it automatically subdivide it to many polygons. Because of that I cannot import it back to DAZ using morph loader pro(Because of increased face counts)🤔
If it's a clothing item that has subdivision applied in DAZ Studio, make sure to set it to Base Resolution before exporting it. It's on the Parameters Tab.
Export the belt as OBJ, then import into your scene in Marvelous Designer. Select “create pattern from OBJ”. This should allow you to simulate the belt.
How to simulated daz3d dress in marvelous dress because in daz3d there is lots of dress which is too good so to send that dress in marvelous designer for only simulation.
Hi daz has been on pc for 1 year I don't get it but bit by bit get the idea but in this video I get an error when import arrangements points not fitted to avarta must be in T pose or A pose
Yeah that feature doesn't always work. I'm not sure what makes it throw that error. If I export as OBJ from DAZ Studio, it has a 50% chance of working. It's not you, it's just... a "feature".
I am having problems with some chlots/ I do everything in the video but when i try to fit the chlotes they go near the floor with the morph i needed... Any fix?
When you say "go near" you mean pieces fall to the floor? As in they don't behave like one piece of cloth? If so it means your clothing is not compatible and contains several disconnected pieces. Try welding them with Blender.
@@WPguru No by "go near" is when i port the morph back to daz. WHen I apply the morph is morst near the fround with the right morph. It doest stay vertical is just gos straight to the ground.
sir i have been watching you video tutorials...pls sir how can i get started with DAZ Studio avater... i have installed 2019 version on my laptop but dont really know to start putting it to work. yet i really love the app...thank you sir
Hi Jephrey, I’ve made a whole series about getting started with DAZ Studio. You can watch it here: DAZ Studio 101 ua-cam.com/play/PLPcx_LSSGfZeCEvFO0spfYc3DzjpJyIzY.html
shammahalfa1 Sure, if you have made the clothes yourself, and you have the native MD source files, you can simply export your posed avatar again and import it as a morph into MD. That way, MD can interpolate and drape your clothing again to the posed figure. I'll make another video on how to do that soon, watch this space. That approach will also work for existing clothing, as long as it has connected geometry.
Thank Guru, I hope this tutorial, to learn how to do it, because my not work for me, breaks my clothes in the morpho, to transfer to him at the DAZ. Thanks.
I haven't been able to figure out why this method sometimes does not work. I seem to have a 50% success rate. For example, i sometimes get geometry errors when trying to import the OBJ through morph loader pro. I dont see how MD could be changing the geometry?
aaaaaaaaaaah very helpfull once more. Was having issues with Genesis 3 clothing on genesis 8 and didn't at all show how it was in the promo picture on daz3d.com. So i loaded up the G3 model and then added the clothing and that looked more like it. so the conversion from g3 to g8 was the trouble. tried fit control as you mentioned but turned out to be MEH.... was getting better but as you mentioned not at all realistic. So gone over your tutorial, happend to get marvelous D. for my B-day a few months back but didn't do anthing with it yet, now was a good time as any. and gues what Jay....BOOM! it worked.... flawlesly. i'm going to support you soon as you have helped my out SOO SOO much over the year(s). Good health to you my friend. ;)
i must be missing something ..marvelous designer always triangulates the item of clothing so that when i try to use it as a morph it fails on a geometry mismatch showing a lot more mesh coming in??
ok ....i want to add to this tutorial by saying that marvelous designer adds geometry so the way to overcome this issue is to make sure that at (14:16) the setting "load morphs for" is set to "primary figure (vertex only)" ...otherwise there will be a geometry mismatch on the morph ..a small detail but very important to do this ..this drove me nuts for a whole day..lol.
@@zazz63 HOLY SMOKES MAN! I was legit pulling my hair all afternoon trying to figure this out too. I had the same exact issue wondering why my mesh kept being triangulated. I even tried to convert it back to a quad mesh, but that wasn't working. Glad to have read this comment and showing the way. Thanks!
That's difficult to answer. Could be that the import settings in DAZ Studio weren't setup correctly, you can switch which axis is "up" upon import and export.
Would you please make a minutes seeing my problem in this link ua-cam.com/video/_OLrlxDlsnE/v-deo.html and help me find out the cause to solve it. Thanks
Hi, just a quick question, what are the tech specs of your computer because your simulation mode is very smooth and not as laggy as mine (I got like 1-2 fps in simulation mode, my eyes are bleeding when I use it ...)
Hi Kooplaz, I'm using a fairly old HP Z600 Dual-Xeon Workstation with 20GB of RAM and a GTX 970 GPU. I bought it on eBay a few years ago for less than $200 as a barebones system and added some upgrades to make it what it is today. It's ideal for DAZ Studio and Carrara rendering. You can read more about it here: www.versluis.com/2016/09/my-new-hp-z600-workstation/
Okay nice ! Thank you for your reply, I make some investigations from my side and I found out why my computer is so slow : the clothes I used got too many polygons (185 000) and so it take a very long time to calculate the simulation. I did the test with a 50x50 piece of clothe and with 20 at particle distance (arround 2000 poly) and I got a nice and smooth 60 fps =)
For clothing meshes that are separated and would fall apart in MD, couldn't you just export it from DaZ like normal, then combine the mesh and wield the vertices shut in another 3d application before bringing it in as clothing to MD?
Sure, that might work. I guess it always depends on how much trouble an item of clothing is worth going through to make it fit. If you try it out, let me know how it works out, would be interested in hearing the results.
Hello! I desperately need help and I tried google-ing this and it didn't seem to answer my questions, so maybe you know what to do. I hate Daz studio simulation as most of the time I have problems with clothes blowing up or getting sucked into my character and becoming all warped, so I like to simulate in Marvelous Designer instead, which became a god send because clothes fall more naturally, but now I encountered a problem. I tried to import and simulate this dress (dForce Peasant Dress for Genesis 8 Female(s)) onto my avatar and when I simulated it, the dress detached from the top and fell to the floor. Sometimes, with certain outfits, buttons go flying as if they weren't sown in properly. So my question is, is there a way to fix this? For instance, can I merge the dress somehow in Daz Studio before I export it? or Fix it in Marvelous Designer before I simulate it? If you or anyone has an idea what to do, please let me know. I really appreciate all the help! Thanks in advance! (P.S. This is mostly for Daz 3d/Renderosity clothes, as I don't make my own clothes in MD.) Sincerely, Alice
Hi Alice, I'm all too familiar with this issue, and sadly there's no easy way to fix this. It happens when clothing is made up of multiple unconnected objects, and the only way to connect (weld) those pieces is to change the geometry with something like Blender. While it can be done, this process will change the number of vertices and destroy the material zones. dForce isn't bad though, and there are ways to avoid explosions. My friend Chris has a handy dandy check list and video that explains how to do that: ko-fi.com/s/3a9dcb545c
@@WPguru Thank you so very much for your response 😊 👍 It had been your video's that has helped me a lot in the past when all else failed. I guess this time it can't be helped 😕 but I will watch those videos 😉 Thanks again 💕 I appreciate all the work you do on UA-cam and I hope you continue to help us artists out😌
Sorry, can I ask some other questions? I can ask how to save auto follow And how to turn off the shrink wrap option these issues? Just about to sell clothes in Renderosity, I met the inspector and told me The shrink wrap option must be turned off, but I don’t know where it is After the inspector tested the garment, he listed the deformed problems But I don't have the role of inspector testing So she told me there is a way Even if you don’t have these shapes, you can still auto-follow/auto- adapt method...how to open and save these? I remember that auto follow is automatically turned on in the hidden option... Sorry I can't explain better :( I can't find a way, so I can only try to ask and see...
Turning a garment from an MD pattern into a usable product is a huge process. I did a live stream about this recently, it may get you started: ua-cam.com/video/BL2kA1V_HzA/v-deo.html
You can probably fix the geometry by bringing the OBJ into a modelling app like Blender, then joining all pieces together and remove duplicate vertices. While this may create a cohesive mesh that MD can drape, it will also destroy the UVs so your textures won’t work anymore. Might not always matter if you replace them with a uniform shader.
I have tried to follow this tutorial using Maya to create the morph. When I load the character and the clothing (not parented), and just apply my morph to the outfit, it lines up perfectly in the T-pose. When I parent it, of course it creates the auto-fit morphs. Problem is, after I zero out the auto-fit morphs and apply my morph with it parented, it doesn't look quite right, even though it looks perfect if it isn't parented and the morph is applied and I've zeroed out the auto-fit morphs. I'm not sure what is going on. Anyone have any ideas?
Hi TrakeM118, parenting itself doesn't really change the geometry; fitting on the other hand can lead to unexpected results. The process of creating conforming (fittable) clothing is a little tricky in DAZ Studio. Essentially in order for your clothing to move with the figure, the OBJ needs to be rigged with the Transfer Utility. Once done, it has the same skeleton as the Genesis figure and will - within reason but not quite perfectly - follow most movements. The tool also applies a smoothing modifier that detects where the clothing would intersect with the figure and make sure it doesn't happen. You can find the tool under Edit - Object - Transfer Utility. Alternatively, try increasing the space between the cloth you're draping and the figure. I know that MD sets this rather low by default. I don't know Maya, but perhaps it helps get you on the right track.
@@WPguru I don't understand what you're telling me here. So, if the transfer utility has any impact it doesn't work? If the transfer utility doesn't have any effect it's no different from the base character. There is no point in any of this if it's the same as the base character because there is no need to re-fit the clothing at all. If the transfer utility has an impact then this method won't work because it won't line up after you apply the morph because the transfer utility makes it fit differently than the morph is telling it to fit. Therefore, there is no reason to have the fit morph.
@@TrakeM118 I'm telling you that (in response to your original question) PARENTING doesn't change your object. FITTING will do what you describe - and I'm saying "don't do that unless you know what you're doing". This video is not about that. Once the Marvelous drape is done, and both character and Marvelous clothing export line up in DAZ Studio, you're done. No fitting required. Parenting is optional.
@@WPguru fitting is necessary unless you intend to redo the entire process every time you change the pose. Thankfully, after much difficulty, I've found a fix. Zero out the fitting effect. Fit the clothing item. Set auto fit morph(s) to zero. Export as obj. Use that obj to create a morph and set that morph to negative 100. Then apply your custom fit morph which will now do exactly what you expected it to do.
Could you show tutorials about Daz Studio and Zbrush? Mostly about using Zbrush to create content for, or modifying content from Daz Studio, but anything, really. UA-cam videos on this are either years out of date or not very professional.
Such Character Olivette Tamata (tween julie 7) fails to wear clothes.Maybe I'm doing something wrong?On base models it's all good.Sorry for my bad English
In general, any custom body morph is difficult to use with auto-fit, you are not alone my friend! The reason for this is that DAZ Studio (or more correctly, the clothing you're using) does not know these morphs, and instead tries to create these morphs by following the shapes of the body while avoiding intersection with the character geometry. More than often this results in unwanted results, not just breast hugging, but also collapsing geometry in the weirdest places. You can try to use Zevo's excellent Fit Control products to try and combat this, or export the clothing to a modelling application and try and smooth out the morphs via brushes or vertex modelling (but you'll have to be a skilled 3D modeller for that). Alternative approaches include to temporarily remove the custom body morph, and instead create an approximation of it with the the morphs you have available, then only use the custom face morph. So you'll basically re-create your character (in a story for example, people would recognise your character from the face rather than the body shape anyway). Or, try fitting your clothing with the approach I've shown here, using Marvelous Designer (but that's not always an option either). Perhaps then, a combination of all three approaches is the best way to go. I often wonder why custom characters are actually popular, when it's clearly such a nightmare to use them with conforming clothing? But that's just me. Good luck!
Thank you.Your lesson was very interesting I to you and know that it is possible to use marvelous designer to morph clothing and used zbrush.Thank you for your lesson.
Perfect! This is one of the best tutorials I have seen in the last years. I like how you explain the things.
Thank you kindly :-)
7 years later and we're only on 4.23..... It's time for 5... It's time for a MASSIVE update to everything.
The information is so complete! I knew how to make morphs before, following a step by step guide that a friend gave me, but I had no idea what it was actually doing. Now, not only I understand what the morph is actually doing, I also learned how to use MD to make my morphs!
I've been using both DAZ and Marvelous Designer for years now. I gotta say... I learned so much from this video. Didn't know I could do some of these. WOW! Thank you for taking the time to explain everything in such detail.
You're very welcome, I'm glad it was helpful!
@@WPguru Any advice on what to do with garments imported to DAZ? I have tried to use smooth modifier, but it always split/separate the seams. Also converting the item into a wearable, always explode!
Make sure to export garments as welded and thin, otherwise the geometry arrives in pieces. Best thing I can suggest is to try the Transfer Utility to turn garments into conforming clothing. I’ve explained how to do this in a recent stream: ua-cam.com/video/c8KCxFWCEMQ/v-deo.html
@@WPguru Awesome! I'll check it out today! Thank you for taking the time to answer my question.
You've taught me a lot through this tutorial... Thx...
Excellent tutorial. There are a lot of DS and MD tutorial videos out there, but judging by clarity, quality of information, and production value, there are very few that are as good as this. Very well done. Subbed.
Thank you Stacy!
Insanely helpful, even 3 years later! Great job dude
I know this is a very old video and thanks for putting this together and everything you do for the community; much love! For those who stumble across this now anticipating using MD to make morphs for DAZ assets it no longer works. Marvelous Designer retopologizes the mesh on import as garment and there is no way to tell it not to do this. Even if you switch you preferences to quad or tris (doesn’t matter) it will edit the topology. So, transferring back to daz and attempting to use the morph loader results in a failure due to the retopology. I don’t know when they made this change but sometime after this video was made. I know they did it to make the sim more efficient but with modern computers and the advent of the GPU option for simulation I can crank it all the way up in MD with a heavy mesh and it is still very responsive. Just thought I would let everyone know!
Thank you, you're very welcome! You're in luck: MD does not change the topolopgy in import, and this method still works in the latest version 🤩. Make sure to set your clothing object to base resolution before exporting from Daz Studio, otherwise you'll get a subdivided mesh with a different resolution and hence an error when you import the morph (it's under Parameters - General - Mesh Resolution). Good luck!
Hey @@WPguru Thanks for replying to this message on an old video. Again, love everything you do for the DAZ community. You are truly a treasure! Are you sure this is the case? Perhaps there is a setting I am missing because I always set my models to base before export (learned the hard-way why that is necessary when I work with morphs in Blender). Is there any setting in DAZ that would override setting the model to "base" in the parameters tab? On OBJ to Garment I am seeing a different topology than when I import to Blender the exact same object. Please let me know if there is a MD setting I am missing!
Great work-around and an excellent tutorial! Very impressive, no nonsense and brilliant. It looks like I can create the base clothing to fit first, lock in the morph, delete the auto-fit full body morph, then use this for animations, since it holds per pose, not just the first pose. Thanks so much for a great, easy to understand tutorial.
Thank you so much, what a lovely thing to say! All the best!
finally got cloth fitting with a combination of this video and another one of yours making multiple morphs into one. made sense now when finding all hidden morphs and setting these to zero, big thank you!
You SIR are absolutely amazing! Thank you so much for this tutorial, I've been pulling my hair out trying to figure out how to get clothes to fit bustier women in Daz. Thanks for this and keep up the great work defiantly subbing.
THANK YOU!!!!!!!! I will use this instead of DForce - much smoother
Thank you for the free teaching and not just giving away Information... is much appreciated Sir
Great tut, this is going to save me loads of time fitting custom clothes in Daz....Thanks
Seriously awesome tutorial. I've been playing with DAZ for a few weeks now. Every time I need an answer to something, I can't understand the pros in DAZ forums because they're way too advanced. I really appreciate your straightforward explanations. In fact, I just signed up as a Patron because I was so impressed :)
Question: I love designing clothes in Marvelous Designer, but I don't understand how to rig and package it so that I can sell it on DAZ. If you ever considered creating a course on DAZ3D and how to sell products on there, I would absolutely spend money on it!
Marion! Thank you so much for you support, and you very kind words about my videos! It's extremely motivating :-)
Turning Marvelous Designer clothes into conforming clothing items in DAZ Studio is indeed a very tough exercise and very labour intense. I haven't managed to do it successfully either yet - but it's one of those "holy grail" things I'd love to be able to do. The key to success is using the Transfer Utility, which transfers the rigging and necessary morphs into your 3D object. I'm having trouble with all those auto-generated joint control morphs that DS creates as soon as I start posing the figure. When I figure out how to do it properly, you'll be the first to know.
In the meantime, I can explain how to package a product into a ZIP file for distribution and sale. I did this successfully for texture packages on my Renderosity store. That's at least part of the puzzle. Watch this space (and the Patreon feed)!
Good morning, thanks for the tips! It's certainly a steep learning curve :D I just fell into the trap you mentioned in the video, and I'm glad you did talk about unconnected mesh. I tried to adjust an M4 suit shirt, and the damn thing just fell apart. If you hadn't explained that, I would have wasted a lot of time trying to get it to work... Looking forward to any new videos, on or off Patreon! Have a lovely day!
this tutorial saved my life!! thank you so much you're the best!! I'd love to learn more about those little secrets DAZ3d hides as the FBM and the FHM hidden parameters.
Your videos are great. Very comprehensive explanations.
I most appreciate your help in finding a solution to a repeating problem that I have - following your instructions meticulously - but I have a twist - my garment tends to "slip off" when applying the morph - thx in advance.
Oh yes, that can happen. As long as the whole garment stays in one piece and doesn't fall apart, it's a good start! The slipping off scenario can happen with pattern based clothing as well, usuall when it's a bit too large - just like with real life clothing. Try scaling it down a bit and see if that fixes it. If all else fails, you can try the Tack on Avatar function (it's the little pinning needle icon on the 3D Garment window). This allows you to attach parts of your garment to the figure so it stays in place during the simulation. As an example, a strap that keeps falling from the shoulder and doesn't hold the dress up can be made to stay on top of the shoulder.
@@WPguru thx for your effort
Fantastic explanation. World-class tutorial. So impressive.
Thank you so much :-)
This is great, but I honestly have so much more questions about MD and I'm struggling to find the answers elsewhere. I would really love to at least get the basics of MD so I don't have to handle all the stress that comes with Daz Studio's dForce explosions and stuff. Hope you can answer them or make a video on it. I honestly don't even know how many questions I have so I'm just going to list all of them and hope you don't get overwhelmed lol.
1. For Genesis 8 models, you can apply eyebrows, eyelashes, and stuff of that variety. If I have a fully realized Gen 8 character with brows, lashes and hair, do I just import it casually with all these items? I actually tested this and it worked on the surface, but I would just like to know here if I can import those things without underlying issues.
2. You mentioned we could apply a new pose into MD and have the clothing follow it. How would we go about this? I tried bringing in my model posed as an animation, but the bones of the model were all weird at the end of the animation and I don't know how to make the clothes follow it. I don't even know if I exported and imported the animation the right way.
3. If we have a character wearing a skirt or something, how would we go about draping the skirt on a surface as if they were sitting down or laying down? Do we also have to import the chair or whatever it is they're on as well? I assume the answer would be the same as the answer to Question 2.
I have more but these are the main ones I want to be answered for right now.
It's been a while since I've worked with MD, but let me give it my best shot:
1.) If it works casually, great - you can do it that way. However, there's no need to bring across items that are not participating in the simulation. Hair is usually geometry heavy, so you can save resources and speed up the export process by excluding those items. You can make them invisible in DAZ Studio before export, that should do the trick.
2.) MD (and dForce) need two positions to drape the cloth: a starting pose (like an A or a T pose), and an end pose (the one you'd like to end up with for a still image). You bring in the character as an avatar in the A/T pose, then bring in (or create) the cloth. Now you export the end pose of the character from DAZ and import on the avatar as a morph. That way MD can calculate each frame in between, draping the cloth for each step. When the calculation is done, you can export the draped cloth again from MD as an OBJ, then turn it into a morph on your clothing item in DAZ Studio. Note that if it's conforming clothing, don't fit it to the character: after the MD treatment, it'll "hang lose" so to speak, but it will match the pose of the character.
3.) If your character is sitting on something like a chair, and the object will likely interact with the draped cloth, bring it in as an additional avatar into MD.
As you say it's an endless topic, I hope this will get you started.
@@WPguru Thank you! This got me started on the right path. It ended up being a but easier than I thought. Thanks again and great tutorials overall!
thanks! they need to incorporate MD's clothing simulation into Daz! it's miles difference apart on how easy it is to adjust clothes, the speed, the ability to pull cloth by grabbing it! wow, it's a smooooth program
That would be sooo cool! PS: here's that list of external tools I'm using with Daz Studio: www.versluis.com/2022/02/ds-tools/
@@WPguru your content is right up my alley. to the point, and exactly how to get it done! thanks for that list! ive been away from daz and am back now, really looking into learning a bit more hopefully make some cool novels. thanks again for the content you put out there, and that list :) (better later that never ;) )
Thank you
Thank you for this great tutorial 😊
Fantastic tutorial, thanks. Very detailed explanations, helped me a lot.
your tutorial helped me to complete my 1st project Thanks
Yey!
Amazing, thanks for the info, its really useful and well explained.
Nice... I liked it.. Thanks for sharing.
Old video but considering MD is on sale right now on Steam, helped me a lot to test the trial and deciding to get it. Though I didn't need to do anything beyond applying the morph after importing it with Morph Loader, I guess how Daz manages fitting has changed since then.
Anyway, thanks!
please record a video on how to quickly render in DAZ if the character is indoors.
just found this video... thank you so much!! my figures fits now better. dank u wel!
Thanks you so much!!! ❤
Hey. I just watched your video and it has so much good information for us. But i wanted to make sure that people know it is always possible on every object their only have to do part is export the cloth which is seperates apart on marvelous designer from daz 3d and then merge the seperated parts of the cloth on some free software like blender. And export it again. Thats all you gotta do when something like that happens.
Oh also. You can do it this way easily but u cannot add it as a morph because u just deleted some geometry on blender and daz will not understand what happened to geometry. But u can just import the export of marvelous designer. This is just a solution for that.
In addition, due to the geometry change that you’ve mentioned, you’ll also have to recreate the materials for the object. While all of this is indeed possible for 3D veterans, it might be a little too much for casual users ☺️
It’s great to keep this workflow in mind though, and I may cover this whole procedure in video one day. Everything is possible in 3D 💪
You are Awesome! Thank you!
Thanks for this tutorial, it is very didactic and enlightening, but when I try to put it into practice with a model that does not have the same height as the original G3 or G8, when trying to fit the modified dress with MD the result is a disaster.
Great tutorial, but at 17:30 min the hidden morph properties do not show here in Daz Studio 4.10, although Show Hidden Properties is turned on. Was there a change in Version 4.10? So how to go on in Daz Studio 4.10? Would love to get advice. Thank you so much for your great tutorial.
Those hidden properties depend on what's currently selected, and of course if the selected item uses any hidden properties. Also, in the Parameters Tab, make sure you select "currently used" which should include those pesky hidden values.
If this keeps happening, post a video to your workflow from start to finish, I'm happy to take a closer look at it!
The WP Guru Thank you, got it now. 👍🏻
very helpful. thanks!! just want to ask if the character moves, does the cloth follows the movement as well? and. how can we adjust the poking part of the cloth?
That's a little complicated I'm afraid. What I've shown here will only work for a single pose, so when you change the figure into another pose, you'll have to re-drape the garment in MD. Since we started as a piece of conforming clothing, you can also drape the full body morph in the A or T pose of your character, then import with Morph Loader and add your new figure to the clothing. I'll show you how to do this in an upcoming video.
There are various approaches to fixing poke through. The easiest is to hide the figure geometry that's poking with the geometry editor in DAZ, increase the smoothing and/or collision iterations (on the Parameters Tab) or adjust the clothing in a 3D modeller (like ZBrush or Blender).
@@WPguru yes please do this video for us@! would be rily helpful!
Greetings!
First of all, thank you for the tutorial. I honestly managed to do everything step by step and for a basic "fitting" it's awesome (I don't know if I plan to dive too deep into MD hahah). Unfortunately though, I have some problems when I have to go back to daz studio. Namely the fact that the "fitting" part where you show the hidden properties (so at the very end) and zeroed the body morph, for me it doesn't work. Rather, makes things worse for some reason.
Admittedly, I don't have just a single body morph but In most of my characters (if not all of them), I always tend to use more than one body and head morph. But I don't think that this would be a problem? I mean, in MD works great but when I export and apply the morph to the clothing, it's like I only worsened the piece .-.
Thank you!
I'm glad you liked it! Your issue is probably related to an option called Reverse Deformations, it needs to be enabled on import back to DAZ Studio. Try it and let me know if this solves the problem.
@@WPguru Yup, that was it! I enabled it and now it works properly.
Thank you again! Have a nice day c:
Hello WP Guru! I always appreciate you taking the time to reply to all of your comments. I had a question regarding this video: Is there any way to export to MD without having to zero out the translations and rotations of my figure? If I have many scenes that's fully posed and completed, my characters will not be at x=0,y=0, and z=0... so that's my main concern. I'm wondering, with your knowledge of Daz Studio, do you have any suggestions to have MD be streamlined with my non-zeroed-out figures? Thank you for any help. I currently use GoZ with ZBrush to mimic clothing simulations, but this seems so much better!
You're very welcome! Tricky question, there's a few parts to the answer. I remember that characters in a posed position will work, but draping might not. For example, a character with their arms crossed won't fit a long-sleeved shirt correctly. That's why you usually need the A pose to start. As for positions, from what I remember Marvelous Designer does take those into considerations and will drape in place. It should retain off-centre world locations on export, but I don't think I've tried it out myself. On animations it works, on stills - not sure. Let me know if you try it out. Good luck!
Thank you for the tutorial. It's is what I'm looking for.
However, I followed the exact the steps in the video. The face count loaded back is different from the original, but vertex count keeps the same.
I turned on the wire frame mode in Daz to do the comparison. It looks like MD exported the obj in tri faces while Daz obj is tri faces.
Do you have any idea?
Sadly no, I haven't noticed this before. You could try to triangulate in Daz Studio before sending it to MD, that may retain the face count. It's under Edit - Object - Triangulate.
tnx 4 your awesome toturial , how can i save my marvelouse clothe like a content in daz?
Is it possible to make with MD a Morph for a cloth?
I always wanted to have Dungarees who can be undressed, but the unbuckling of the shoulder straps are a real problem, I can do it with Meshgrabber, but I would like if it is possible to make a morph with MD.
Yes absolutely, that's how the majority of undress morphs are created. A strap that falls from the shoulder for example, or a pulled up trouser leg, that sort of thing. Ideally you do this at the modelling stage when you have the outfit as patterns, so you have precise control over selections. You can import arbitrary OBJs like I've shown in this example, but not every OBJ will work well as a garment. You may also need additional tools like the morph brush in ZBrush to blend shapes/drapes together, but that's an advanced use case. In principle, MD can definitely do undress morphs.
This is an awesome tutorial and explains everything very clearly! I was able to use it perfectly when I tried it with Ayana, and it also worked with the base Genesis 8 female model.
When I try it on Gen 8 morphed models, dialing in the loaded clothing morph seems to scale down the item, even with no other morphs applied. It always looks like the item was fitted to a character one or two inches shorter/smaller. I've tried troubleshooting but so far I haven't figured out what I'm doing wrong, or found anyone else talking about this issue. Do you know if there's a different process needed for Gen 8? I'm using the free trial, so if I can get this to work I'm seriously considering picking up MD8 while it's on sale.
Thank you for taking the time to make these tutorials!
Thank you for your kind words! That's interesting to hear, I've not tried this process with morphed G8 characters, not with the latest version of Marvelous Designer. I'll take a look this week and will let you know if I run into the same issues (and if so, how to fix them).
@@WPguru Thank you so much, I really appreciate it!
I've just downloaded the MD 8 trial, and I'm super happy to see that the "crash on OBJ-export" bug has finally been fixed. They didn't fix that in 6.5 (which is the latest version I own). So I've loaded Brute 8, auto-fitted the Astrani Outfit (with hoodie) onto him and exported both Brute 8 and the hoodie to MD. I did this in base resolution, which will help make the calculation a bit faster. Imported Brute as Avatar, imported the Hoodie as a garment, let it drape, and then I've exported the hoodie again as OBJ.
Back in DAZ Studio, I've applied new hoodie drape as a Morph Loader morph, un-fitted the hoodie, then dialled in the morph - and it fit perfectly. I didn't run into the issue yo'r describing about the item appearing smaller.
I'l do some more testing with other outfits and keep my eye on this.
Since this is such a popular topic, I may use MD8 as a demo in one my my live streams on Friday at 10am EST. It's about scene building in DAZ Studio, and making clothes fit would "fit" right in 😊
@@WPguru Thank you very much for checking this out! If it worked for you then it's probably something I missed or spaced out on which helps a lot in narrowing it down. :D
Edit: Very interesting. When you said you used Brute I tried it on a DAZ signature figure, Olympia 8, and it worked. I tried it on Vladimir 8, Ryker for Vlad 8, and Fiore (a character that incorporates a morph set)--all of them worked using a Genesis item. I tried again with a figure and G8F item I'd originally had problems with (Amira and Bad Girl Dress)--didn't work. Tried Amira with another dForce item (Universal Dress for Gen 8)--worked perfectly. Tried the same item with an Ollie 8-based character I customized with morph dials and it didn't work.
But then I deleted the dress and loaded another version of it without autofitting it. Loaded the morph, dialed it in. It worked. I had a hunch so I cleared the whole scene, loaded the Bad Girl Dress and THEN Amira, did the whole process...and it worked fine.
When I load the BG dress before the character, the unfitted dress appears too big for her until I morph it. But if the dress had her as a point of reference when loaded it stays roughly scaled to her, and that scaling affects the dialed in morph even if I've reset all character-specific dials in the hidden category. I've only been using DAZ for about a year so this might have been something well known that I just missed (it would explain why nobody else seems to have this issue haha). Fitting the properly morphed dress creates the sizing issue; even if I dial out all hidden morphs under "currently used" it stays wonky. The scale dial there shows it at 96.6% when fitted, but dialing that up just warps it because the position is fixed.
I'll keep poking at it--thank you again for your help!
That was it. All the characters I've tried where it worked right away have no scale modifier. Amira loads at 96.6% scale, so to get it to work right I had to change her scale to 100% before exporting her as .obj. I feel silly but I'm glad it was fixable!
Good Tuto- I tried to follow this- but with load it back into the cloth in DS the cloth always is much bigger- cannot find the solution. Can you help? Export from MD is for Daz, Import, too
Difficult without seeing the whole workflow. If it’s the same scale all the way, check if the general shape is OK. If it is, try dividing in increments of 10 and see if you find a correct value. If the shape is distorted, make sure you use “reverse deformations” on import with Morph Loader. And of course, make sure the cloth is not fitted kn export or after import. Good luck!
@@WPguru thank you :)
Hey, don't know if you could help me but I've been stuck for hours on a dumb problem. I have a custom built body with a ton of morphs and when I get to the part where I'm supposed to 0 out the pregenerated morphs from Daz, there's a bunch of them (morphs I used for the body) in there with none of the pregenerated stuff. I tried zeroing them all out to get to the base genesis 8 body but it looks nowhere near what it should. When I go to apply my morph, it looks way bigger than it should. When I unfit the shirt and then apply my MD morph on it, it looks perfect. Does this method only work for default shapes or do I have to start uninstalling morph packs?
No it works with moprhs too, but right after draping in MD, your garment will only match the Genesis shape when it's not fitted. To turn it into fitted clothing, there's various additional steps involved. I've recently explained those in a live stream, you can watch it here: ua-cam.com/video/c8KCxFWCEMQ/v-deo.html. By the end I have a garment from MD that fits and moves with the figure. Hope this helps!
@@WPguru Actually, that wasn't my problem. I understand what you're doing in the video you linked. You imported a piece of clothing into Daz but Daz kinda doesn't recognize it as anything other than a static obj, so you take steps to make it into a rigged piece of clothing. My problem was that the morphs I were using on my figure kept getting transferred to my clothing, so in order for me to get the MD morph to work, I would have to 0 out all of those transferred morphs. In this video, you only have 1 property to 0 out, I had like 30. But even having done that, the clothing becomes extremely distorted afterwards. Zeroing out all the hidden properties of a piece of clothing should give me the default genesis-fitted look, but it wasn't anything close.
The fix was actually to combine all the morphs I used on my character into one, load up a default genesis character and apply that morph. Then I can apply the clothing with it's morph, giving me only 1 property to 0 out, which gives me the results of the video. One problem I had after this point was that my character looked extremely deformed in poses and that was because my character was quite a bit taller than the original, so I had to fix the joints. Apparently when you create your own morphs, Daz doesn't understand how to scale the joints to the right spot.
So problem solved in the end. I'll leave this here for anyone who might have this same problem in the future.
Excellent! Yes combining morphs would have been my next suggestion, that makes it easier indeed. I have a video on that, with a follow-up on ERC freeze that’ll release next week (that’s the step you need to make poses on a combined morph not distort). Glad it all worked out in the end!
@@WPguru Really appreciate you following up on me. Just checked and I wasn't subscribed, will do so now.
This is fantastic. Thank you.
This was pretty helpful so ty, though in my case im trying to use a pose from the get go and import that into MD, then use clothing that is zeroed to keep all its details. the end way you show kind of works though not fully for what im trying. not sure what is a good way to do what im looking for
fantastic my compliment
Do you have any suggestions for what to do to remove the autofit on the clothing when the character is a mixture of multiple FBMs? It doesn't seem to work quite as cleanly as yours (where the character is made of just one single FBM).
You could turn all those mixed FBMs into a single slider if it helps? I have a video on how to do that (essentially export at base res without clothing in the A-Pose, then import again via Morph loader, then adjust rigging to shape and ERC freeze). Alternatively, if you don't want to use auto-fit, just hit cancel when the dialogue appears and the clothing won't distort. It'll be easier to fix in MD that way.
Thank god for Dfroce, it's not a problem anymore!
was about to say the same; not to mention the Dforce improvement in the Daz 11 beta
could you provide a link to some tutorial how to fix same issue using only dforce in DAZ?
Tried - the cloth is stuck under natural breast from beginning of simulation and there is no "pull with mouse" function like in MD?
Some vertices are located deep inside body (area between breast and stomach) and the cloth is stuck there.
Hi! Do you have a weight maps tutorial or can creat one? I modeling some clothes (for G8 daz studio) in blender, but after transfer utility, areas like armpit and croach broken when characters moves... if you can pls help i'll be very thanls!!
Wonderful video, you save my day :) Thank You!
That's very interesting. I sometime use this method when using the timeline to make the shapes "grow" into the cloth doesn't work.
But do you know if there is a way to achieve similar results using only Blender instead of Marvellous ?
I know Blender has cloth tools, but I've never tried them out myself.
Very helpful! Thanks!
very helpful!
hi, i have a question how we can make garment in marvelous designer and turn into the duf format in daz studio or how i can rig the clothes to make animation and move my garments properly I will be happy to answer my questions thanks
Check this out, it describes what you're looking for: ua-cam.com/video/c8KCxFWCEMQ/v-deo.html
Very nice sir
I had a problem following this tutorial where my clothes would explode as soon as I tried to simulate them. I wanna share the solution for other people having this issue with MD9:
It's a scale problem, you've imported your Daz avatar at a really small scale. If you click on Avatar at the top, and then Avatar Editor and Arrangement, you can see that your avatar is roughly 10% of the intended size. This causes the physics simulations to explode.
To fix this, re-import the Avatar but click Auto Scale. If that doesn't work, experiment with the scale percentage until your avatar is as big as the green shape you see in the Avatar Editor. When you simulate after that, the clothes will do exactly what they're meant to do.
Awesome Tutorial!
Thank you :-)
Heya! Thank you so much for this tutorial, it might just change my life with fitting clothes in DAZ :D One question about MD: when I click to simulate, it works but it kinda looks like there's this constant movement on the clothes, like there's wind constantly blowing from below. I've checked the Wind Controller and it's deactivated. Any ideas on what total noobie thing am I doing?
Ok, I figured it out. :D Love your tutorials!
Excellent! What was it out of curiosity? I've been getting back into MD lately, I'll post some of my Twitch streams soon in which I'm practising. Watch this space ;-)
@@WPguru changing the material type worked. :) When importing the obj assumed a standard fabric_matte type, changing it to plastic did the trick. I'm not sure if I identified the core of the issue though.
thank you for this tutorial, i whas struggeling with this whole morning. will this work for a jacket? as it has a zipper.
hey i was wondering how you would align the garment with the body? so if i move the body the garment will go with it?
You can't, MD will only do the drape "lose" as it were, so the clothing and character are not connected. For every pose you'll have to export the character again, import as a morph target in MD, then let it re-drape. So each character pose will have its own morph dial in Daz Studio.
@@WPguru thank u for the advise :)
Is this necessary now that we have DForce simulation? Great tutorial btw!
Good question! Marvelous Designer's engine is faster than dForce (at the moment), and there's more parameters to play with. It's also expensive. At the same time, dForce is constantly improving, so perhaps one day we can use dForce for all our fitting needs.
Could this be used in place of dforce and to make pJCM's? Cause I'm so tired of wasiting hours fixing the pJCM by hand in blender and am hoping to find soultion to fix the issue.
For renders and personal work absolutely! MD drapes much faster than dForce and I enjoy the adjustment options it brings (picking up and dragging the cloth as it simulates). Vendors use it in their clothing pipeline to drape full body morphs so that the garment fits other shapes properly. For distribution, it's not advised to use this method to correct partial JCMs because the draping can cause vertices further away from the problem area to move, which has an adverse effect on other (potentially stacked) correction morphs. For example a shoulder bend lifting the garment up from the hip. We tend to use simple ZBrush/Blender smoothing to fix those.
@@WPguru okay ty for the help ^_^
Is this method still works? whenever I import a clothing item to MD, it automatically subdivide it to many polygons. Because of that I cannot import it back to DAZ using morph loader pro(Because of increased face counts)🤔
If it's a clothing item that has subdivision applied in DAZ Studio, make sure to set it to Base Resolution before exporting it. It's on the Parameters Tab.
hello, do you know how to put a belt with a blender in a marvelous designer, then simulate this belt there?
Export the belt as OBJ, then import into your scene in Marvelous Designer. Select “create pattern from OBJ”. This should allow you to simulate the belt.
awesome Thanks
How to simulated daz3d dress in marvelous dress because in daz3d there is lots of dress which is too good so to send that dress in marvelous designer for only simulation.
Hi daz has been on pc for 1 year I don't get it but bit by bit get the idea but in this video I get an error when import arrangements points not fitted to avarta must be in T pose or A pose
Yeah that feature doesn't always work. I'm not sure what makes it throw that error. If I export as OBJ from DAZ Studio, it has a 50% chance of working. It's not you, it's just... a "feature".
I am having problems with some chlots/ I do everything in the video but when i try to fit the chlotes they go near the floor with the morph i needed... Any fix?
When you say "go near" you mean pieces fall to the floor? As in they don't behave like one piece of cloth? If so it means your clothing is not compatible and contains several disconnected pieces. Try welding them with Blender.
@@WPguru No by "go near" is when i port the morph back to daz. WHen I apply the morph is morst near the fround with the right morph. It doest stay vertical is just gos straight to the ground.
@@santaras8536 Hard to say without seeing the problem. Could be too small on import.
sir i have been watching you video tutorials...pls sir how can i get started with DAZ Studio avater... i have installed 2019 version on my laptop but dont really know to start putting it to work. yet i really love the app...thank you sir
Hi Jephrey, I’ve made a whole series about getting started with DAZ Studio. You can watch it here:
DAZ Studio 101 ua-cam.com/play/PLPcx_LSSGfZeCEvFO0spfYc3DzjpJyIzY.html
Lets maake WP Guru Great again. I vote for him for President - You have made a Great Tutorial, I´m stunning.
I'm gonna build a wall and Daz Studio is going to pay for it.
Thank you! How can fit DAZ clothing without MD?
Thank you for your tutorial Guru, is there any way to fix clothes made
in marvelous for DAZ ?, as applying morps, deforms ugly clothes,
greetings.
shammahalfa1 Sure, if you have made the clothes yourself, and you have the native MD source files, you can simply export your posed avatar again and import it as a morph into MD. That way, MD can interpolate and drape your clothing again to the posed figure. I'll make another video on how to do that soon, watch this space.
That approach will also work for existing clothing, as long as it has connected geometry.
Thank Guru, I hope this tutorial, to learn how to do it,
because my not work for me, breaks my clothes in the morpho,
to transfer to him at the DAZ.
Thanks.
@@WPguru Any luck figuring this out?
Great Tutorial. However, when I do morph loader pro to Poser Clothing, I get, No Deltas changed... =(
I wanted to Fit a V4 shirt to Genesis 8.
I haven't been able to figure out why this method sometimes does not work. I seem to have a 50% success rate. For example, i sometimes get geometry errors when trying to import the OBJ through morph loader pro. I dont see how MD could be changing the geometry?
Yes that is weird. Try switching to base resolution before you export, then switch it to high res after importing via Morph Loader. Maybe that helps.
aaaaaaaaaaah very helpfull once more. Was having issues with Genesis 3 clothing on genesis 8 and didn't at all show how it was in the promo picture on daz3d.com. So i loaded up the G3 model and then added the clothing and that looked more like it. so the conversion from g3 to g8 was the trouble. tried fit control as you mentioned but turned out to be MEH.... was getting better but as you mentioned not at all realistic. So gone over your tutorial, happend to get marvelous D. for my B-day a few months back but didn't do anthing with it yet, now was a good time as any. and gues what Jay....BOOM! it worked.... flawlesly. i'm going to support you soon as you have helped my out SOO SOO much over the year(s). Good health to you my friend. ;)
i must be missing something ..marvelous designer always triangulates the item of clothing so that when i try to use it as a morph it fails on a geometry mismatch showing a lot more mesh coming in??
ok ....i want to add to this tutorial by saying that marvelous designer adds geometry so the way to overcome this issue is to make sure that at (14:16) the setting "load morphs for" is set to "primary figure (vertex only)" ...otherwise there will be a geometry mismatch on the morph ..a small detail but very important to do this ..this drove me nuts for a whole day..lol.
@@zazz63 HOLY SMOKES MAN! I was legit pulling my hair all afternoon trying to figure this out too. I had the same exact issue wondering why my mesh kept being triangulated. I even tried to convert it back to a quad mesh, but that wasn't working. Glad to have read this comment and showing the way. Thanks!
Thanks!! :D
MAGIC!!!
thx for this tutorial bro :p
Hi, why when I imported the shirt back to Daz it was horizontal and not auto fit like you did can you give a better advice
That's difficult to answer. Could be that the import settings in DAZ Studio weren't setup correctly, you can switch which axis is "up" upon import and export.
Would you please make a minutes seeing my problem in this link ua-cam.com/video/_OLrlxDlsnE/v-deo.html and help me find out the cause to solve it. Thanks
Hi, just a quick question, what are the tech specs of your computer because your simulation mode is very smooth and not as laggy as mine (I got like 1-2 fps in simulation mode, my eyes are bleeding when I use it ...)
Hi Kooplaz, I'm using a fairly old HP Z600 Dual-Xeon Workstation with 20GB of RAM and a GTX 970 GPU. I bought it on eBay a few years ago for less than $200 as a barebones system and added some upgrades to make it what it is today. It's ideal for DAZ Studio and Carrara rendering. You can read more about it here: www.versluis.com/2016/09/my-new-hp-z600-workstation/
Okay nice ! Thank you for your reply, I make some investigations from my side and I found out why my computer is so slow : the clothes I used got too many polygons (185 000) and so it take a very long time to calculate the simulation. I did the test with a 50x50 piece of clothe and with 20 at particle distance (arround 2000 poly) and I got a nice and smooth 60 fps =)
Muy bueno el trabajo. En mi caso utilicé Blender (con opción Keep vertex order). El resultado es excelente!!!! Muchas gracias por el tutorial :)
For clothing meshes that are separated and would fall apart in MD, couldn't you just export it from DaZ like normal, then combine the mesh and wield the vertices shut in another 3d application before bringing it in as clothing to MD?
Sure, that might work. I guess it always depends on how much trouble an item of clothing is worth going through to make it fit. If you try it out, let me know how it works out, would be interested in hearing the results.
Thanks so much!!
Hello! I desperately need help and I tried google-ing this and it didn't seem to answer my questions, so maybe you know what to do. I hate Daz studio simulation as most of the time I have problems with clothes blowing up or getting sucked into my character and becoming all warped, so I like to simulate in Marvelous Designer instead, which became a god send because clothes fall more naturally, but now I encountered a problem. I tried to import and simulate this dress (dForce Peasant Dress for Genesis 8 Female(s)) onto my avatar and when I simulated it, the dress detached from the top and fell to the floor. Sometimes, with certain outfits, buttons go flying as if they weren't sown in properly. So my question is, is there a way to fix this? For instance, can I merge the dress somehow in Daz Studio before I export it? or Fix it in Marvelous Designer before I simulate it? If you or anyone has an idea what to do, please let me know. I really appreciate all the help! Thanks in advance!
(P.S. This is mostly for Daz 3d/Renderosity clothes, as I don't make my own clothes in MD.)
Sincerely, Alice
Hi Alice, I'm all too familiar with this issue, and sadly there's no easy way to fix this. It happens when clothing is made up of multiple unconnected objects, and the only way to connect (weld) those pieces is to change the geometry with something like Blender. While it can be done, this process will change the number of vertices and destroy the material zones.
dForce isn't bad though, and there are ways to avoid explosions. My friend Chris has a handy dandy check list and video that explains how to do that: ko-fi.com/s/3a9dcb545c
@@WPguru Thank you so very much for your response 😊 👍 It had been your video's that has helped me a lot in the past when all else failed. I guess this time it can't be helped 😕 but I will watch those videos 😉 Thanks again 💕 I appreciate all the work you do on UA-cam and I hope you continue to help us artists out😌
THANK YOU
I can do this with CC3+? Same method?
I don’t have Character Creator or iClone. I’m sure there’s a way to do this, but sadly I can’t help you with specifics.
Is daz3d cloth simulate in marvelous designer?
I don't understand the question, sorry.
Sorry, can I ask some other questions?
I can ask how to save auto follow
And how to turn off the shrink wrap option these issues?
Just about to sell clothes in Renderosity, I met the inspector and told me
The shrink wrap option must be turned off, but I don’t know where it is
After the inspector tested the garment, he listed the deformed problems
But I don't have the role of inspector testing
So she told me there is a way
Even if you don’t have these shapes, you can still auto-follow/auto-
adapt method...how to open and save these?
I remember that auto follow is automatically turned on in the hidden option...
Sorry I can't explain better :(
I can't find a way, so I can only try to ask and see...
Turning a garment from an MD pattern into a usable product is a huge process. I did a live stream about this recently, it may get you started: ua-cam.com/video/BL2kA1V_HzA/v-deo.html
@@WPguru Thank you for replying to my message!I will watch this video well
Hello, I finished watching the live broadcast. The teaching is great! Do you know if there is an option to turn off Shrink Wrap in DAYZ?
@@張純芳-w9j I'm afraid I don't know what that options is - sorry.
@@WPguru It seems to be some kind of plug-in. I already know. Thank you :)
Is there any way to fix it if it's not sewn right?
You can probably fix the geometry by bringing the OBJ into a modelling app like Blender, then joining all pieces together and remove duplicate vertices. While this may create a cohesive mesh that MD can drape, it will also destroy the UVs so your textures won’t work anymore. Might not always matter if you replace them with a uniform shader.
I have tried to follow this tutorial using Maya to create the morph. When I load the character and the clothing (not parented), and just apply my morph to the outfit, it lines up perfectly in the T-pose. When I parent it, of course it creates the auto-fit morphs. Problem is, after I zero out the auto-fit morphs and apply my morph with it parented, it doesn't look quite right, even though it looks perfect if it isn't parented and the morph is applied and I've zeroed out the auto-fit morphs. I'm not sure what is going on. Anyone have any ideas?
Hi TrakeM118, parenting itself doesn't really change the geometry; fitting on the other hand can lead to unexpected results. The process of creating conforming (fittable) clothing is a little tricky in DAZ Studio. Essentially in order for your clothing to move with the figure, the OBJ needs to be rigged with the Transfer Utility. Once done, it has the same skeleton as the Genesis figure and will - within reason but not quite perfectly - follow most movements. The tool also applies a smoothing modifier that detects where the clothing would intersect with the figure and make sure it doesn't happen. You can find the tool under Edit - Object - Transfer Utility.
Alternatively, try increasing the space between the cloth you're draping and the figure. I know that MD sets this rather low by default. I don't know Maya, but perhaps it helps get you on the right track.
@@WPguru I don't understand what you're telling me here. So, if the transfer utility has any impact it doesn't work? If the transfer utility doesn't have any effect it's no different from the base character. There is no point in any of this if it's the same as the base character because there is no need to re-fit the clothing at all. If the transfer utility has an impact then this method won't work because it won't line up after you apply the morph because the transfer utility makes it fit differently than the morph is telling it to fit. Therefore, there is no reason to have the fit morph.
@@TrakeM118 I'm telling you that (in response to your original question) PARENTING doesn't change your object. FITTING will do what you describe - and I'm saying "don't do that unless you know what you're doing". This video is not about that. Once the Marvelous drape is done, and both character and Marvelous clothing export line up in DAZ Studio, you're done. No fitting required. Parenting is optional.
@@WPguru fitting is necessary unless you intend to redo the entire process every time you change the pose. Thankfully, after much difficulty, I've found a fix. Zero out the fitting effect. Fit the clothing item. Set auto fit morph(s) to zero. Export as obj. Use that obj to create a morph and set that morph to negative 100. Then apply your custom fit morph which will now do exactly what you expected it to do.
@@TrakeM118 @TrakeM118 That saved me, thanks Trake!
Thank for tutorial
بھوت عمدہ
Why Daz is sooo complicated
Could you show tutorials about Daz Studio and Zbrush? Mostly about using Zbrush to create content for, or modifying content from Daz Studio, but anything, really. UA-cam videos on this are either years out of date or not very professional.
Does Qualla on Instagram use this?
Reimi Sugimoto Probably best to ask Qualla on Instagram.
thanks, "FHM FBM" 17:51
Such Character Olivette Tamata (tween julie 7) fails to wear clothes.Maybe I'm doing something wrong?On base models it's all good.Sorry for my bad English
In general, any custom body morph is difficult to use with auto-fit, you are not alone my friend! The reason for this is that DAZ Studio (or more correctly, the clothing you're using) does not know these morphs, and instead tries to create these morphs by following the shapes of the body while avoiding intersection with the character geometry. More than often this results in unwanted results, not just breast hugging, but also collapsing geometry in the weirdest places.
You can try to use Zevo's excellent Fit Control products to try and combat this, or export the clothing to a modelling application and try and smooth out the morphs via brushes or vertex modelling (but you'll have to be a skilled 3D modeller for that).
Alternative approaches include to temporarily remove the custom body morph, and instead create an approximation of it with the the morphs you have available, then only use the custom face morph. So you'll basically re-create your character (in a story for example, people would recognise your character from the face rather than the body shape anyway). Or, try fitting your clothing with the approach I've shown here, using Marvelous Designer (but that's not always an option either).
Perhaps then, a combination of all three approaches is the best way to go.
I often wonder why custom characters are actually popular, when it's clearly such a nightmare to use them with conforming clothing? But that's just me.
Good luck!
Thank you.Your lesson was very interesting I to you and know that it is possible to use marvelous designer to morph clothing and used zbrush.Thank you for your lesson.
+1 sub