I've been looking after a definite workflow from Marvelous Designer to Zbrush, and after watching several videos of contradicting statements, I think your workflow really hits the spot for me. It may take a little bit of time, but sometimes cranking that welding slider up isn't the best thing for your garments, and you should use the separate meshes to your advantage by really making your folds believable as you did.
There's a big leap from 12:51 (where many pieces all have unwanted beveled corners, if you know what I mean, and look odd) and then at 17:05 that's fixed. How did you get rid of that beveling? (EDIT: It seems like the issue is when you subdivide. I have the same problem. When I turn on subdividee it screws up)
This was super helpful! I've barely used Zbrush, and every time I go back to use it I forget the absolute basics. LOL. You press quite a lot of keyboard shortcuts I think - to view the mesh topolkogy (ie. show the polygons) etc etc and I have no idea what those are lol. Can I ask, when you import your OBJ of the shirt it just appears instantly. How did you get it to do that? For me, I have to screw around with click-dragging into a new document, and then I have to click EDIT, and then it finally lets me spin around it etc.
Your video is super good!! Many thanks!! Any advice on how to get good UV maps. They change when I add thickness. And I love the thickness. But I want to find a fast workflow! i am delighted to buy tutorials if you make it! Your explanation is also very easy to follow!! Many thanks!!
Uv maps with UV master and Polygroups function on. It will use polygroups as uv Islands. So you can easily create or Modify uvs Just by assigning polygroups and unwrapping
UV you'd ideally make after based on the sculpt. Especially for games. sometimes you can save it from MD or UV it while you sculpt. But honestly, this is a waste of time. :D
Thank you for this I was watching another tutorial months back and they add more complexity and confusion. This method is efffective and works great! Also your website is not working.
Hi Virtus Creative. Is it possible to use the skeletons provided by mavervouls designer and zbrush to design Mesh clothes for Secondlife? Thanks in advance.
I didn't get you point, you just didn't come out with a solution for an acceptable solution for good retopology. Detect edges didn't work, all panels are split. I'm still struggling to get perfect retopology importing model from MD.
I wouldn't focus so much on "perfect topology" is pretty subjective. This is optimal for the level of details you need. Moreover, what the software needs. Detect edges could be related to the underlaying geometry. You could test it out on a clean object.
Dude you can go very better than this, First use auto group to split all parts, then in ZRemesher freeze borders and remesh or just use Marvelous designer Remesher which is designed for cloth remeshing!
I believe we auto group and ZRemesh here. 6:55 You could certainly use Freeze borders. However, it often introduces artefacts. I suggest everyone test it on their own model and experiment from there. MD Remesher can be a bit misleading because it's not as good as ZRemesher. "MD Mesher" has less control with custom garments (stitching, grouping and panel loops etc) I've not yet seen a compelling MD update that fixes that for me. But I love to update all my workflows when people make suggestions, could you describe a little more? There might be something I've missed :)
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I've been looking after a definite workflow from Marvelous Designer to Zbrush, and after watching several videos of contradicting statements, I think your workflow really hits the spot for me. It may take a little bit of time, but sometimes cranking that welding slider up isn't the best thing for your garments, and you should use the separate meshes to your advantage by really making your folds believable as you did.
By far the best prosses i found on youtube.
Thanks, glad you enjoyed it :)
straight to the point, very clear, and very informative. 10/10 bravo
Cheers. Appreciate it!
Good stuff! And you can always project details back from the original mesh if you're losing some. Especially if you have it in separate pieces
There's a big leap from 12:51 (where many pieces all have unwanted beveled corners, if you know what I mean, and look odd) and then at 17:05 that's fixed. How did you get rid of that beveling? (EDIT: It seems like the issue is when you subdivide. I have the same problem. When I turn on subdividee it screws up)
Thank you for taking time to make this video ! Suoer useful!
Thank you for having an video in ENGLISH .
Very useful thank you. Have been enjoying your videos
Useful video, thank you man!
Great workflow!! Thanks for these tips
Really good points, man.
This tutorial is very helpful
auto groups doesnt work, at least with unwelded export from mvd
Just make sure they are not joined together. Even 1 merged vert will stop autogroups. They need to be separate geometry.
Really good tutorial, thank you
great tutorial !
Thanks for the tips!
Thank you big time!
This was super helpful! I've barely used Zbrush, and every time I go back to use it I forget the absolute basics. LOL. You press quite a lot of keyboard shortcuts I think - to view the mesh topolkogy (ie. show the polygons) etc etc and I have no idea what those are lol. Can I ask, when you import your OBJ of the shirt it just appears instantly. How did you get it to do that? For me, I have to screw around with click-dragging into a new document, and then I have to click EDIT, and then it finally lets me spin around it etc.
Your video is super good!! Many thanks!! Any advice on how to get good UV maps. They change when I add thickness. And I love the thickness. But I want to find a fast workflow! i am delighted to buy tutorials if you make it! Your explanation is also very easy to follow!! Many thanks!!
Uv maps with UV master and Polygroups function on. It will use polygroups as uv Islands. So you can easily create or Modify uvs Just by assigning polygroups and unwrapping
Hi there, thanks so much - massive help!
thank you very much!
This is good! But how about for pleated skirts? Like a lot of pleats. Details are lost after zremeshing and subdividing
Wondering how the UV goes after you added panel loop? does the final result have UV ?
UV you'd ideally make after based on the sculpt. Especially for games.
sometimes you can save it from MD or UV it while you sculpt. But honestly, this is a waste of time. :D
Thank you for this I was watching another tutorial months back and they add more complexity and confusion. This method is efffective and works great! Also your website is not working.
Glad you got useful information out.
Is the website still not working?
thanks a lot dude !))
the way you called it Zet-Brush instead of Zee-Brush😮
Thanks
amazing info..
Спасибо! Взял на вооружение.
how can I export the zipper from marvelous to zbrush? when i export the teeth of the zipper are gone
Hi Virtus Creative. Is it possible to use the skeletons provided by mavervouls designer and zbrush to design Mesh clothes for Secondlife? Thanks in advance.
I didn't get you point, you just didn't come out with a solution for an acceptable solution for good retopology. Detect edges didn't work, all panels are split. I'm still struggling to get perfect retopology importing model from MD.
I wouldn't focus so much on "perfect topology" is pretty subjective. This is optimal for the level of details you need. Moreover, what the software needs.
Detect edges could be related to the underlaying geometry. You could test it out on a clean object.
How to zbrush to MD..?
Dude you can go very better than this, First use auto group to split all parts, then in ZRemesher freeze borders and remesh or just use Marvelous designer Remesher which is designed for cloth remeshing!
I believe we auto group and ZRemesh here. 6:55
You could certainly use Freeze borders. However, it often introduces artefacts. I suggest everyone test it on their own model and experiment from there.
MD Remesher can be a bit misleading because it's not as good as ZRemesher. "MD Mesher" has less control with custom garments (stitching, grouping and panel loops etc)
I've not yet seen a compelling MD update that fixes that for me.
But I love to update all my workflows when people make suggestions, could you describe a little more? There might be something I've missed :)
This destroys the UVs tho
lost my life for 15 mins
Plz just spell it "Zeebrush" not "Zetbrush"
Zed is a British English. Zee is American English.
I'll keep the original 😜