Marvelous Designer & Zbrush - Quadrangulate Garments For Easier Sculpting

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  • Опубліковано 8 січ 2017
  • ★ TIP JAR ★ - paypal.me/TravisDavids
    I'll show you my best practices for working with MD garments in zbrush and why i prefer to work with quads instead of triangles.
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КОМЕНТАРІ • 82

  • @AlexSaiko0
    @AlexSaiko0 5 років тому

    Very detailed and easy explained tutorial. Thank you very much.

  • @yiqiyan7935
    @yiqiyan7935 5 років тому

    that is what I have been looking for really a long time!!!Thanks Travis ,this tut helped a loooot!

  • @ahmedshakib3883
    @ahmedshakib3883 6 років тому

    Thanks Travis, really helpful.

  • @vedaantverma
    @vedaantverma 2 роки тому

    thankyou for the tutorial,really helped

  • @RomboutVersluijs
    @RomboutVersluijs 5 років тому

    You can also do this in the property editor, downside is that its much slower processing

  • @zubizaretta397
    @zubizaretta397 5 років тому +1

    YOU-ARE-THE-KING-IN-THE-NORTH!!!!

  • @ogiyose
    @ogiyose 6 років тому

    thankyou so much dude! this is exactly what i needed!

    • @TravisDavids
      @TravisDavids  6 років тому

      No problem, thank you for watching!

  • @thales010694ax
    @thales010694ax 7 років тому

    Hello, can you help me about marvelous? I assign one part of my pants to new fabric, and i dont know how i assign back

  • @larrydavid4820
    @larrydavid4820 5 років тому +1

    Travis, do you have any tutorials on how to put you garments into different pose morphs? Say for example, I wanted to pose the character taking the jacket off, what are the steps to make the jacket conform to the figure's pose?

  • @BumbleBee087
    @BumbleBee087 5 років тому +1

    Thanks! How do you UV it after? Can u use the 2D arrangement from MD still?

  • @SmaRiss1
    @SmaRiss1 6 років тому +3

    Hey Travis! I love the Tut, but I encountered a problem, with this workflow. Somehow, when I follow your steps with my garment (wielding + dividing) it seems as if it would "shrink" slightly right along the seems, that where giving so nice detail from MD. I don´t really see in your Tut how you avoid that from happening actually. Sure, merging the subtools would do the trick, but than i would loose all those details. As well as dividing, without smoothing on. But than....I guess i would encounter the same, if I would use the smooth brush. Do you have any clues to that? Thanks already.

  • @Eir1
    @Eir1 7 років тому

    Thanks! Just the info I needed!

  • @alexandretomaz7474
    @alexandretomaz7474 6 років тому +1

    Obrigado.

  • @oppsdoll3891
    @oppsdoll3891 5 років тому

    hey do u have any lesson tutorial's on UV mapping in z brush in order to texture and bring it into another program like Photoshop

  • @moardor
    @moardor 3 роки тому

    awesome video thank you.

  • @PUMA406
    @PUMA406 7 років тому

    Bro u r the best! Thanks for this very good information!

  • @kickassets6414
    @kickassets6414 7 років тому

    will the sculpted wrinkles and drapery dynamically update with new morphs from marvelous designer's simulation with a displacement map?

  • @CrayVee
    @CrayVee 7 років тому

    Hi Travis, how do you remove the internal faces of your clothing? Im having a problem cuz putting seams on uv unwrapping is quite hard to have internal faces. I'd love to know how to solve this and to avoid this problem in the first place. THank you! :)

  • @paleblood5188
    @paleblood5188 5 років тому

    hi im using zbrush 4r6 where can I get that weld distance slider?

  • @doltonm6019
    @doltonm6019 5 років тому

    Would you retopo this manually. I have a garmet (hoodie) and Im having a really hard time retopoing the hoodie and the pocket on the front. Thanks in advance

  • @Daniel-Wei1992
    @Daniel-Wei1992 7 років тому +8

    Very useful, thank you very much!

    • @TravisDavids
      @TravisDavids  7 років тому

      No problem, thank you for watching :)

  • @kickassets6414
    @kickassets6414 7 років тому

    my question is can high poly sculpt detail be naturally preseved in updated draped morphs and animation?

  • @PashaDefragzor
    @PashaDefragzor 5 років тому

    Yep, nice one

  • @senli6453
    @senli6453 4 роки тому

    thank you!

  • @TrajkoDangov
    @TrajkoDangov 7 років тому

    I really wish I found your video 5 days ago because I wasted so much time. PERFECT video!

  • @siddharthpaul6539
    @siddharthpaul6539 6 років тому

    sir do you have any tut for the tutu in MD ...it would be great if you help me :) thanks

  • @neiremberg3280
    @neiremberg3280 3 роки тому

    thanks man

  • @quentinmoulinneuf7589
    @quentinmoulinneuf7589 Рік тому

    ty so much

  • @Klaudius_yt
    @Klaudius_yt Рік тому

    Thank you )

  • @RandomnessCreates
    @RandomnessCreates 3 роки тому

    Can we regain detail with the new Zbrush cloth brushes?

  • @CynicallyCubed
    @CynicallyCubed 7 років тому +1

    usually I can't watch long zbrush tutorials until the end because the person bores me but good on you for being educational and straight to the point.

    • @TravisDavids
      @TravisDavids  7 років тому

      Thank you so much for the feedback, i'm glad i didn't bore you lol :)

  • @lazy9271
    @lazy9271 3 роки тому

    genious!

  • @Boliang327
    @Boliang327 4 роки тому

    Nice tutorial! thanks a lot! You got a new subscriber. Haha

  • @donnyhilfig
    @donnyhilfig 10 місяців тому

    how would you go about exporting the mesh as a whole after appending everything together? When i export it only export in pieces

  • @RemiliaZ
    @RemiliaZ 5 років тому

    Thanks a lot!

  • @justsantiago
    @justsantiago 5 років тому

    Thank you kindly

  • @lilitbeglarian7942
    @lilitbeglarian7942 5 років тому

    saved me! thank you!

  • @fangyimiao4
    @fangyimiao4 5 років тому

    really helpful! Thank you so much!!

    • @TravisDavids
      @TravisDavids  5 років тому

      My pleasure :)

    • @Musiclover6404
      @Musiclover6404 3 роки тому

      @@TravisDavids Hey can you make a video showing how to make a felt like surface either in zbrush or Maya oh, that can be transferred onto UV Maps?

  • @onderyavuz2090
    @onderyavuz2090 4 роки тому

    Çok faydalı bir paylaşım olmuş tebrikler selamlar

  • @crzymlk
    @crzymlk 4 роки тому

    hmmm if I weld I either get holes in my mesh or the mesh breaks apart when smoothing. Any suggestions?

    • @googleslocik
      @googleslocik 4 роки тому

      he siad the distance in weld matetrs

  • @yarosyari3516
    @yarosyari3516 Рік тому

    After Quadrangulate my details half of them aren't quadrangulated but stayed triangled, what's wrong?

  • @larryjoselj8712
    @larryjoselj8712 6 років тому

    Is there a need to retopology this garment if Im going to use for a game?

    • @TravisDavids
      @TravisDavids  6 років тому

      For game use i think its essential.

  • @dzonatangavert1408
    @dzonatangavert1408 6 років тому

    I got a question for you.
    Is it possible in Zbrush to add those very nice detailed brushes like Trims, Stiches etc you can find on ArtStation without distorting the UV?
    My idea of workflow is this:
    1) Export Daz figure to MD
    2) Make basic shape of cloth item
    3) Animate it.
    4) Export the basic shape animation to Daz3D as a OBJ Sequence.
    5) Export it again, this time to Zbrush and add all the nice details with brushes
    6) Export from Zbrush as a morph and put it in in Daz3D.
    In case if you can do it I'd imagine I'd have to make a ridiculously low particle distance in MD or find some setting in Zbrush that doesn't distort the base model's UV.
    In case if you cant do it without distorting UVs I can still see it work with skin tight stuff likes shirts, pants etc since you can just import the Zbrushed cloth item as base and do transfer utility on it.
    Is there something you could tell me to make this work?

    • @Giogiogio4
      @Giogiogio4 5 років тому

      if you have UVs you would just make those into a alpha map I assume. or just sculpt them on a high rez model and then bake them into the low poly map.

  • @Tenchinu
    @Tenchinu 4 роки тому +4

    Dude, this tutorial is a life saver! But... do you have one where you export from MD into Substance Painter? I’ve tried so many ways and I keep loosing detail and quality. Doesn’t work exactly like in Zbrush.
    If you have it in your heart, that would brighten this pandemic-tastic year :)

  • @peterpan5087
    @peterpan5087 6 років тому

    After designing the clothes the next great task is to retopologize the obj so as to use it in game engines. Any quick and easy way

    • @gulagwarlord
      @gulagwarlord 6 років тому +1

      There's a really good Gnomon Workshop tutorial that goes over MD and Zbrush. The guy used Maya's transfer attributes to wrap a low poly quad mesh around the MD export. Probably the ideal workflow for animation ready stuff.

  • @HiredGunGames
    @HiredGunGames 7 років тому

    I found that if you export it as multiple object in the export menu it will automatically seperate the meshes based on polygroups

    • @TravisDavids
      @TravisDavids  7 років тому

      Sweet! Great tip, thank you :) I will remember this as well.

  • @yaolnallabmusic8308
    @yaolnallabmusic8308 6 років тому

    I have some questions please because I am brand new Designer in SL
    Is this video makes Mesh clothes ? so if I follow this steps i will be able to creat a Mesh clothes and upload it to SL ?
    What Is the benefits From Zremesher ?
    Is it very important to use Zremesher for Mesh clothes I make ?
    Creating Templates In Marvelous Designer is called mesh or do I have to convert it to mesh , if so then how ?
    Please I am new to this world O need understand ?

    • @TravisDavids
      @TravisDavids  6 років тому

      I've never used Second Life so i don't know how to respond to your question. Zremesher just makes things easier by making cleaner quads quickly in zbrush, that is its biggest benefit.

  • @w355re
    @w355re 4 роки тому

    ❤️

  • @yosofya
    @yosofya 5 років тому

    i would like to say thanks for making my life easier bro i really needed this.
    i have one question tho, do u always work in MD while character in T-pose or should i pose it before jumping to MD ? because i made character with t-pose in MD and after i played around with the pose i felt that clothing doesn't look natural anymore ? what do you suggest

    • @TravisDavids
      @TravisDavids  5 років тому +1

      No problem :) I always work in T-POSE as it just makes my life easier and then i create a t-pose that transitions into a posed state so that the garments naturally drape with the posed character as well. Working in T-POSE in MD makes your life a lot easier when you draw out and sew patterns together.

    • @yosofya
      @yosofya 5 років тому

      Travis Davids many thanks bro :)

  • @Lumen0nline
    @Lumen0nline 3 роки тому

    Thanks₽!!! God

  • @IfthiAli
    @IfthiAli 7 років тому

    lool you sound like Mufti Menk haha awesome

  • @abdulkhalilsalik
    @abdulkhalilsalik 5 років тому

    tone of help ... me

  • @pantatmerah
    @pantatmerah 5 років тому +7

    Nice tutorial except that it's just really start at 6:00

  • @aaaaJAYaaaard
    @aaaaJAYaaaard 7 років тому +1

    Slowly I am loosing my mind. I tried literally everything but I cant, I just cant turn anything from Marvelous into nice sculptable quads. WieldPoints totally destroy my mesh it makes holes in it, like what the hell am I supossed to do when button which have to weld points is actually MAKING HOLES ! I spend 3 days in Marvelous learning everything about it, learning paterns and stuff just to get into point when I actually cant use noone of my assets I created in Marvelous.

    • @TravisDavids
      @TravisDavids  7 років тому

      That is really odd, weld points should basically join the mesh together from my experience and not completely break it. I don't know what to say here. Alternatively i have another video explaining the md to zbrush process, feel free to view it as well its by Michael Pavlovich gum.co/AgBEu

    • @aaaaJAYaaaard
      @aaaaJAYaaaard 7 років тому

      Lately I am getting trouble with Zremeshing stuff I made in marvelous. Every time I try something to Zremesh it lose it shape like for example I do pants with pockets and strap and after zremeshing triangulated mesh they disapear or get completely destroyed. I tried "keep border" or I tried polypaint parts of jeans where this was happenning but nothing seems working. Any advice?

    • @dennou2012
      @dennou2012 7 років тому

      Same issue here...the process from MD to Zbrush feels like unique everytime and depending hard on the garment. Which makes it hard to learn for a new beginner

    • @jokesterthemighty227
      @jokesterthemighty227 7 років тому

      I think it has to do with the scale you are using when exporting from marvelous, I believe the default one is really huge for what zbrush is tweaked for

    • @matcrush2635
      @matcrush2635 4 роки тому

      I just watched the tutorial and got the same problem as yours, i try exporting as thin single object and in MD there is an option "weld" and "unweld", that helps in my case

  • @adollar47
    @adollar47 5 років тому

    I prefer meshes produced by ZRemesher for sculpting due to their better topology, and if you used the right settings - no detail will be lost.
    If you pay close attention, you will see that the ZRemesher settings used in this video reduced the polycount of the mesh from 87k to 25k. There's no way the detail from the original could be maintained in such a situation, even if you subdivide the result a hundred times. None of this will happen if you tell ZRemesher to produce a mesh with the at least the same number of polygons by setting it to 'Same' instead of 'Adaptive'.
    I believe this is a huge omission.

  • @julvil11
    @julvil11 5 років тому

    Thanks a lot!