Marvelous Designer Retopology Tutorial

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  • Опубліковано 30 лип 2024

КОМЕНТАРІ • 121

  • @RebeccaR1014
    @RebeccaR1014 4 роки тому +40

    Holy shit, this is seriously a game changer. Just being able to retopologize in marvelous alone saves me so many headaches. Thanks for the tutorial!!

    • @WisEngineeringLLC
      @WisEngineeringLLC  2 роки тому

      Thanks for the feedback! Glad you like it!

    • @eritumakafakafo3008
      @eritumakafakafo3008 Рік тому +2

      ​@@WisEngineeringLLC What about pockets? I did jacket with 2 pockets and i heve no idea what to do with them. Should i merge it's vetricles with jacket base patter or what?

    • @King-mj2bn
      @King-mj2bn Рік тому +1

      @@eritumakafakafo3008 ​ Why would you merge it with the base jacket? There's no reason unless you're planning on texturing a seamless pattern over top of them. In which case there are non-destructive texturing solutions, like triplanar projection.

  • @goordul
    @goordul Рік тому +7

    I've literally just done "the lazy works twice as much" stuff.
    I started retopologing my garment with the thought "I'll watch the tutorial a bit later", so I've done like 70% of the mesh (4-5 hours) and then I watched this tutorial and realized that there's a Ctrl+Shift function to divide multiple polygons... bruh.
    Now I'm redoing everything from the beginning because this workflow gives much cleaner result

  • @jessicashu3666
    @jessicashu3666 2 роки тому +16

    Set short cut F3 for creating retopo, F4 for edit retopo.1. click four vertexes for creating a square (same with Maya); 2. F3, hold shift+control and left click, insert edge loop, 3. F4 left click and drag vertex to move 4. F4 hold ctrl select multiple vertexes if you want to delete, hit backspace. If you want to merge the vertexes, right-click, merge
    Or you could watch from 10:00

  • @dejavucreations893
    @dejavucreations893 2 роки тому

    Wow thank you so much for this, you saved me from a lot of errors, and headaches. I have been having a lot of issues with uploading my mesh into my game and have been getting errors, but with your tutorial it has helped. thanks again, I sub to you.

  • @emmanuelacquah3374
    @emmanuelacquah3374 Рік тому

    This is the best tutorial on retopology in marvelous designer. Thank you.

  • @AndreMercado
    @AndreMercado 4 роки тому +3

    thanks for sharing, always wanted to see how others used the retop tools. learned a couple things today from ya. Would love to see a full workflow, MD>ZBRUSH>MAX>PAINTER

  • @matiaszadicoff9186
    @matiaszadicoff9186 4 роки тому +1

    Thanks a lot for sharing your workflow, it is been really helpful!

  • @Dog3D
    @Dog3D 3 роки тому +7

    “Someone is going to skin this dude...not gonna be me” lmao

  • @mikart3d
    @mikart3d 4 роки тому +7

    It's indeed a clever improvement for MD...I just wish they implement "automatic points snapping to pattern edges" and "add points" more easily...hope the next version of MD10 will be just great!

  • @oguzhanturan46
    @oguzhanturan46 Рік тому

    The best retopology tutorial ever

  • @Ethan-if8oo
    @Ethan-if8oo 4 роки тому +7

    you can weld them in Zbrush btw just import the mesh, Polygroups > Autogroup with UV's > Modify Topology > Weld it would cut out you going into studio max, and you can also separate it in Zbrush as well.

  • @TiagoSilva-ib4ij
    @TiagoSilva-ib4ij 2 місяці тому

    This is a game changing. Thank you so much !

  • @KartelSL
    @KartelSL 3 роки тому +1

    This is the only video where I really understand what's up. :D Thanks for sharing ♥

  • @McRibs
    @McRibs 3 роки тому +1

    Dude, killer workflow! Thanks for this!

  • @mchinn8465
    @mchinn8465 4 роки тому +1

    Great work really enjoyed the tutorial! Saved me so much time!

  • @JorgenVRC
    @JorgenVRC 4 роки тому +2

    this is incredibly useful, thank you so much for this video!

  • @lionbengalcat
    @lionbengalcat 4 роки тому +2

    Would be awesome more videos like this

  • @iammzeketive3385
    @iammzeketive3385 2 роки тому

    Ive been looking for this thanks a lot

  • @facundorojas1054
    @facundorojas1054 3 роки тому

    Thanks! More like this, PLEASE!!

  • @ave1996
    @ave1996 4 роки тому

    Wow,! Very very clear tutorial, now I understand the tools... thanks man 👍👍

  • @Wildminecraftwolf
    @Wildminecraftwolf 3 роки тому +10

    Its so much better to do this in Maya and its actually really easy once you know how to do it. It's alot faster, you have better tools, You have alot more control and you can smooth.
    To do this, select a piece of clothing in marvelous and make sure all its uvs are not overlapping and are in the same udim. Then export the selection containing all the peices of that item of clothing, (after it has been simulated onto the body and has all the creases you want, I use a mesh density of 3). Export it as an obj with maintain UVs turned on.
    After that, in the 3d viewport, select all the peices again and reset to 2d layout so they have been flattened out so they look like their pattern in the 2d viewport. Then export this, again as an obj, with maintain uvs turned on.
    After that drag both obj files into Maya. You can hide the 3d mesh for now and just focus on all the 2d cutout mesh.
    Make the 2d mesh live and you can start retopologising, making use of Starpoles and *make sure that edges that will be sewn together have the same number of horizontal loop cuts with similar spacing.*
    Once you have nice looking topology on the pattern peices you will need to transfer attributes twice
    First time, select the high polly 2d cutouts first, then the retopologiesd 2d cutouts second. Then go to mesh>transfer attributes (this is the juicy part). You will need to have the settings as follows:
    vertex position off, vertex normal off, *uv sets: current*, sample space: world, mirroring off, flip uvs off, preserve, then closest point.
    Now the uvs of your retopologiesd cut outs should line up with the high polly uv cuttouts from marvelous. Check this In uv editor.
    Now we need to make sure everything is frozen and history cleared. Then find the edges that should be sewn together. Select a vertice of one piece and merge to center with the corresponding vertexies of another peice if they are sewn. This is why it's important to have the same number of vertex on sewn edges. Don't worry if you have geometry jumping from piece to piece looking messy and overlapping, you can rearrange the peices in 3d space to get better access to the vertecies but it won't matter where the vertecies are as long as the vertecies on the two sewn edges have been merged into a single edge.
    Now comes the magic. Unhide your high polly 3d, simulated mesh that you exported from marvelous. Select that first then shift select your retopologiesd 2d pieces (they should all be merged into a single object). Now it's time to use the mesh>transfer attributes again, this time with different settings.
    This time turn vertex position ON, uv sets OFF, and sample space to UV. The rest of the settings are the same from last time. Once you click apply you will have your retopologiesd item of clothing, with matching uv outlines. You can reimport this into marvelous for animation.
    TLDR: its actually a pretty straightforward, easy process, just follow the steps in order and you will have a much better result than retopologising in marvelous.

  • @Al_Keatinge
    @Al_Keatinge 4 роки тому +1

    The workflow from this to zbrush high and lowpoly would help alot!

  • @wordsshackles441
    @wordsshackles441 2 роки тому

    Very nice tutorial, thanks.

  • @Marcus_Ramour
    @Marcus_Ramour 3 роки тому

    Many thanks for sharing! This has really helped!

  • @joehusband7793
    @joehusband7793 3 роки тому +2

    when applying the remesh (duplicate or all), it creates new stitch points for the 2d pattern. Whereas before applying, the original had say 1 line to stitch to another, now there are dozens (each poly is a single stitch point). Is there a workaround for it to remesh but not create these new stitch points or to maintain the original stitch pairings?

  • @HanSolocambo
    @HanSolocambo 4 роки тому +1

    Super useful. Took me a while to find a proper tutorial about this new function. The official one is utterly useless. Thanks.

    • @mfrancisco_850
      @mfrancisco_850 3 роки тому

      yeah thats the only critique i would have about marvelous designer is that their tutorials are fucking horrible no speaking and super hard to follow what they are doing if your new to the software. the best tutorial is by this girl called cg elves it covers everything from top to bottom but its a bit pricey but worth it if you really wanna learn marvelous in and out.

    • @WisEngineeringLLC
      @WisEngineeringLLC  3 роки тому

      Glad to hear that!

  • @caminanubemusiclist2326
    @caminanubemusiclist2326 3 роки тому +1

    gracias amigo

  • @benimo6
    @benimo6 2 роки тому

    Thanks for this, I'm using the latest version MD rn, but whenever I retopo and hide garments on the 3D View, I can still see them and its very hard to align vertices that way. Is there any way to completely turn them off or something?

  • @user-re6me1ku8w
    @user-re6me1ku8w 4 роки тому +1

    Cool, it helped in my work.

  • @luisdavidlobo
    @luisdavidlobo 4 роки тому +1

    Nice video. Thank you!

  • @z.aydnsoylemez3466
    @z.aydnsoylemez3466 4 роки тому +1

    I really thank you.I love to 3d world and you were very much help me.I know how to make retopology anymore.

  • @porteauloin
    @porteauloin Рік тому

    Thank you so much ! @wisEngineering
    Did you ever made a video that show how you project the high poly in the low poly with Zbrush ?
    And then how do you import all of this in substance ?

  • @zaynshamar8346
    @zaynshamar8346 3 роки тому +5

    i would like to see a eddit tutorial for zbrush from A to Z and then on substance painter. It would be very helpful

    • @WisEngineeringLLC
      @WisEngineeringLLC  2 роки тому +2

      Great idea! We're working on a new game launch but will bring this up to the team!

  • @pugmanzeno382
    @pugmanzeno382 3 роки тому

    Thanks ! helps a lot!!

  • @batuhanoktay
    @batuhanoktay 2 роки тому

    Thank you for this great tutorial.İs there an option to bake normal map from high poly to low poly in Marvelous Designer ?

  • @artbywaqas
    @artbywaqas 3 роки тому

    How do you enable symmetry when creating the retopo model?

  • @jamesbrady1930
    @jamesbrady1930 3 роки тому +1

    great video. i will apply this to my character football player uniform model. :)

  • @TomaZxxZas
    @TomaZxxZas 3 роки тому

    how do you add thickness to the cloth though?

  • @eduardocastro4623
    @eduardocastro4623 3 роки тому +1

    Thanks for sharing!

  • @barbarasusnik8322
    @barbarasusnik8322 2 роки тому

    Hello!
    I have a problem with retopology - once I create all the retopology on patterns and later on I remesh all (duplicate), the clothing in 3D window falls apart. Everything that has been sewn together dissapers from the newly created retopology mesh. Does anybody have the same problem or knows how to solve it? Please help, thank you.
    Any feedback/help is very much appreciated!

  • @carlhdz8201
    @carlhdz8201 3 роки тому +1

    Excellent!!! Thanks bro

  • @muglermugler5590
    @muglermugler5590 3 роки тому +1

    Thank You!

  • @dineshdiabolic5451
    @dineshdiabolic5451 3 роки тому

    how to export remesh to retopology mesh? When i export, I get original dense cloth, not low poly retopo model. Remesh option is checked but the exported mesh is more than 50k polys, unusable in unity or unreal.

  • @notRuskia
    @notRuskia 3 роки тому

    Is there no way to view current polycount within Marvelous when doing retopology?

  • @flop9265
    @flop9265 4 роки тому +2

    I hope i can remesh a good Lukas like u achieved a good Bob.

  • @mpej429
    @mpej429 3 роки тому +1

    very helpful for a character 'im doing with cloth floating , zbrush has a hard time remeshing it, so if I can do that inside Marvelous as a first pass it's good ! I'll try that first thing in the morning :)

    • @WisEngineeringLLC
      @WisEngineeringLLC  3 роки тому

      Let us know how it worked out!

    • @mpej429
      @mpej429 3 роки тому +1

      @@WisEngineeringLLC it turned out pretty ok, I found it a bit stiff, there is no real way to add vertices like in Maya for example, but got a hang on it and understood the process behind it.

  • @mfrancisco_850
    @mfrancisco_850 5 місяців тому

    The best video

  • @crzymlk
    @crzymlk 4 роки тому +3

    Very nice thank you! would love to see the process in Zbrush with adding thickness and projecting and then bringing it to substance for baking. My bakings all suck for some reasons and I cant figure out why even though I project all, sculpt, export high and low and then bake :( :D

  • @NinaMariePhoto
    @NinaMariePhoto 3 роки тому +1

    WOW never knew about this!! Is this the way people create game ready assets, do they use this tool or just do it in maya? What are the benefits to both?

  • @sewingincolor
    @sewingincolor 3 роки тому +1

    Great!!!

  • @oken8501
    @oken8501 2 роки тому +4

    It's great and thanks for the tutorial. But sadly we still have to match and weld the seams in blender, max or whatever after. So may as well retopo in there directly. All the thickness settings are lost as well... Marvelous designer is great for simulation, but there is a real workflow issue when you want to use what you make.

    • @picklejho69
      @picklejho69 2 роки тому

      you could always go Edit mode>Select similar>select sharp>M>by distance.
      Welded (assuming your exported garment has all seam edges set to sharp.)

  • @kimasdf58
    @kimasdf58 2 роки тому

    Why do only points on the edge remain when I remesh(duplicate) it? Does anyone know?

  • @user_ms0079uc
    @user_ms0079uc 4 роки тому +1

    thank you so much

  • @KittyCat-fe7ng
    @KittyCat-fe7ng 3 роки тому

    Could clothes be repo'd this way in Blender?

  • @eziovan7063
    @eziovan7063 3 роки тому

    did it has UV like Md pattern ?

  • @juezna
    @juezna Рік тому

    for some reason whenever I remesh duplicate, the new mesh has no topology information/vertices

  • @pavaoakrap5026
    @pavaoakrap5026 Рік тому

    Hm for some reason when i export i get old triangulated version, not retopologized....

  • @jaypurrington6573
    @jaypurrington6573 4 роки тому +1

    I'm pretty new to MD, but couldn't you just Shift+Q to hide uneeded garments? Shift+W to bring back.

  • @akhmadali5064
    @akhmadali5064 2 роки тому

    Thx for great tutorial

  • @simonthedigger99
    @simonthedigger99 2 роки тому

    hmm one issue im having is that it gets rid of the topstitch and to reapply i have to select every single edge which becomes time consuming any fix to this

  • @dwiz_9336
    @dwiz_9336 Рік тому

    Hey mirroring topology isn't on while im doing retopo, any ideas why this isn't working for me?

  • @AllThatJuice-
    @AllThatJuice- 4 роки тому +2

    does retopping in marvelous mean we can get the uvs from the 2d garment window aka perfect uvs??

    • @joehusband7793
      @joehusband7793 3 роки тому

      You can export UVs directly from MD, where the drop-down tab to switch from simulate to animate is, there's a UV editor tab. In that, there's 2 icons in the top left corner of the UV viewport, the left of those 2 exports a single UV, the right one exports all UVs & maps (normals, displacement and so on).

  • @yarosyari3516
    @yarosyari3516 Рік тому

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

  • @artkiko4460
    @artkiko4460 4 роки тому +1

    hey Todd - when i go to animate leggings in MD, the fabric tears up (fragments) and get holes, mostly along the inner legs. i've tried using different fabrics, even ones with stretch. maybe it's a self-collision issue? any idea what settings i can adjust to fix this? thanks.

    • @temitayoprecious2692
      @temitayoprecious2692 4 роки тому

      You tried reducing the particle distance?

    • @artkiko4460
      @artkiko4460 4 роки тому

      ​@@temitayoprecious2692 hi. yes, i tried that and it did help but not completely. the fabric still tears. i also tried adjusting the fit, but no luck. thank you for your reply :)

    • @temitayoprecious2692
      @temitayoprecious2692 4 роки тому

      @@artkiko4460 the irony is I am currently working on leggings and sports bras and I haven't had a tear at all. But if reducing particular distance helped, how low was the particle distance?

  • @shaunfong2428
    @shaunfong2428 3 роки тому

    really really nice tutorial , thinks bro

  • @skefsongames
    @skefsongames Рік тому

    My retopo wont export and I dont know why

  • @AnimatorUSA
    @AnimatorUSA 4 роки тому +2

    Make the ZBush step bro

  • @geldyrebel
    @geldyrebel Рік тому

    Shift+control+click doesn’t work for me fo some reason 😢 can’t create any new edge loops

  • @mcha3d
    @mcha3d 22 дні тому

    How did you turn on the symmetry ? I've been looking for it for hours I cannot find it...

  • @diebygaming8015
    @diebygaming8015 20 днів тому

    Hello, after converting the new geometry, the UVs no longer line up, the new UVs for the new geometry is resized and shifted in the UV editor.. Are your UVs lining up after convert???

  • @lz4090
    @lz4090 4 роки тому

    Hi great tutorial. May I know what is the workflow if I plan to sculpt it in blender, can I send it back to marvelous designer for the retopology for a game ready asset?

  • @TheSpiritualPathway1
    @TheSpiritualPathway1 4 роки тому +1

    Nice one....
    Can you shate how you project garment details in zbrush.... Thank you for the information

    • @mfrancisco_850
      @mfrancisco_850 3 роки тому

      u would bring in the high rez and the retypo meshe then using projection move up one level at a time and reproject from the high rez to the low rez model.

  • @MikePole_the_kiwi
    @MikePole_the_kiwi 2 роки тому

    Thanks for this very useful tutorial. But I'm still confused by one point. The vertices of the 'main' part of the garment are all merged, to give something with perfect quad flow. But any peripherals, like the pocket, are not, in turn, merged with the body (this would mess up quad flow). So, in the world of animation, or selling objs of garments to animators - is it acceptable to have peripheral details 'floating' as separate items?

  • @nibletcorn
    @nibletcorn 4 роки тому +1

    Todd!

  • @victorgreen5597
    @victorgreen5597 2 роки тому

    How to weld in Blender? I have no 3d max.

    • @WisEngineeringLLC
      @WisEngineeringLLC  2 роки тому

      Thanks for the question! The team is working on some new content. I'll try to snag someone who might be able to give you an answer.

  • @tonytrinh3849
    @tonytrinh3849 2 роки тому

    i recently Nice tutorialt softex on soft soft

  • @blackswan6386
    @blackswan6386 4 роки тому +1

    we got good bob and bad bob, man I laugh my head off

  • @mordecai1484
    @mordecai1484 3 роки тому

    I wish This tool to be more Complex. It's very basic.

  • @mariedillingham199
    @mariedillingham199 2 роки тому

    *sits and watches* "Here's this method. BUt this happens, so I don't really use this one." WHY?!

  • @kiestarifa519
    @kiestarifa519 2 роки тому

    Can you speak more slowly so I can write down 🤣🤣🤣