I have to say that I've watched a lot of tutorials and courses, some old, some of them I repeat, some new, and your videos are one of the best here. I found your channel today and I watched a lot of videos. You explain so so so well and don't miss anything. Some things I already knew it but thanks to you I realized that I didn't know it very well. Also your sheet it's INCREDIBLE, please don't stop, I will continue watching you!! Thanks!!
How in the world is this video has only 4000 views its insane , i looked for this for months and didnt find how to deal with it, thank youuu sooo much, worth Subscribing for sure.
Laura you're amazing, every single video is a masterpiece, you are a perfect teacher and we can feel all your knowledge from here, thank you so much, these type of content is so rare
I can't believe I have just found your channel TODAY !!! This is one of the best tutorials I have watched !! You explain everything so clear and I love that you show everything that would happen if you do something different from the workflow !! Thank you so much for the content !!
literally thinking the same thing. Stumbled across it about 3 days ago, now binging it all XD Invaluable lessons. Wonder if there's a discord to keep up with even more info
Hey Laura, just wanted to say, that your cheat sheet was extremly usefull to me. Usually I create those things for everything I learn, so you saved me alot of time there. I know it takes alot time to do that, thats why I appreciate it so much. Thank you for the work you put in. I did a monthly subscription for the quality in general :) Also im very interested in what you will teach us in substance designer.
Glad to be of help Dat! Thanks for subscribing on outgang.studio, it's the best way to make sure I can keep on making content like this for a long time. Cheers!
After step “erase problematic geometry from Maya scene” I have some doubts that this will work, if we will retopologize flat HiRes model to flat LowRes model then it means that vertexes of part that we retopologize now can not match with vertexes of part that we retopo at start, thus when we combine them together it can be mismatch of border vertexes, am I right?
You are an awesome teacher, your explanation is clear and on point! btw. i never understood ZBrush's "scale master" or how/why it handles units so different, Maybe this will be a part of your next videos sometimes? :D
I never actually used Scale Master, I guess I'm kind of old school like that. It's definitely something worth to look into for a future video though so thanks for pointing that out. When I want to re-scale something I do a few manipulations involving the Export Scale value. Cheers!
Great information here… too bad a couple of steps crashed Zbrush. One is when I’m in Zbrush and I do the ZPlugin> UV Master> Unwrap with the Polygroups option activated. It crashes every time. But it works if I turn the Polygroups option off. Otherwise, quitsville! The rest seem fine so far! Maybe it’s my version of Zbrush -2018
Thank you so much for this video. However I can't get further than the first step as when I transfer attributes between the high rez and the MD model the high rez model just explodes and doesn't at all take the shape of the MD model. Is it because I have added a zipper and pockets in MD?
Hi! Sadly I don't remember if I fixed that for Maya. But I use the projection in Zbrush instead does the same:) Just import your low rez good geo, smooth it and project the marvelous high rez detail onto it
@@bibu244 Yeah I heard some people using that, but I'm doing it with bandages/wraps, so there's a lot of overlapping regions that might make traditional projection a bit difficult. I thought transfer attributes might work after seeing much success online, but instead it cuts the mesh in random areas that I checked aren't clipping other parts, so I'm at a loss there. Guess I'll just have to sculpt it manually, won't be too hard but just a bit of annoyance.
This was very helpful, I'm a 3DsMax user so I'm hoping back and forth learning the equivalent tool in Maya/Max Is the first part of this video available anywhere?
Awesome technique you showed in this tutorial. I was wondering what we can do if we expect more then 4 subdiv for reconstruct with thickness. As I know Panel Loops can produce up to 25 loops. If we need more reconstruct subdivisions (for example 5 subdivs), we need much more then 25 loops. It should be 32, am I right? Second question is, why you didn't show support edges, it's very important part for clothes I think. Thank you for your hard work and showing interesting workflows. Cheers!
Hey Krzysztof! You are correct, we'd need to be able to input 32 loops into Panel Loop to be able to have more than 4 subdivs before panel looping, which we can't do. There's nothing stopping us from subdividing a mesh after panel looping though if we want more than 4 subdivs in the end. For the support edges, are you referring to them because of their advantage in creating low-res garments for video games? The goal with this video isn't to show how to do a game-ready low-res, merely to show how to do bring a garment into Zbrush for further detailing at the high-res stage.
@@Outgang I thought about support edges for VFX pipeline. Yeah, I understood. Thank you for your answer and showing awesome work. I'm going to support your channel. Have a great day.
What do you think. Instead of using ZRemesh to do low poly, should I export the MD version of my clothes with particle distance e.g. 20. Then in Maya Transfer Atributes.
@@Outgang Thanks, I understand. If the priority is pure low res mesh ZRemesh will give better mesh than MD low particle version. The board with the workflow description is great.
Great Tutorial, I'm trying to figure out this but if I may ask, when you say "erase the problematic geometry from maya scene" which one I need to del: the high one or the low? Sorry for my english!!
At this stage you need to erase the low-res panels whose UVs are broken from the low-res so that they can recreated in Zbrush at the next stage. If you've reached that point, you're done with the high-res from the Maya scene so you could delete it in its entirety as well.
There's other things you could do as well to fix these panels like splitting your high-res and your low-res in matching separate objects and doing transfer attributes between them but it would've taken a while to explain on the pipeline.
Thanks for the video, really useful tricks. But I came across problem when I try to import back to Maya after I've done the panel loops, my uv shell got broken and cut on all the edges. Do you have any workaround to this ? Stitching them all back is a nightmare.
Sorry for the late reply Stephanus! Next time it happens, check in Zbrush that the Tool -> Export -> Mrg button is turned on. It's probably the culprit :)
thing is i did this but all the uv's were destroyed after exporting it out of zbrush to maya it had cut alll the inner uv's is their a way to not have this happen?
@@krzysztofgryzka since the inner-facing section of the mesh shares the exact UV area as the outer-facing section of the mesh, the representation of an edge in XYZ space becomes a point in UV space, and the representation of an face(thickness faces) in XYZ space becomes an edge in UV space. This causes the thickness section to have a stretched look.
When doing the paneling thing, it overlaps the uvs for the paneled faces. So while using that mesh in substance for baking the AO map will look weird as we have overlapping UVs. Any easy fix for this?
@@Outgang yeah but if we do that we'll be no more having the uv layout as the MD high res. So just in case if we need to do something with the transfer attribute again we can't right?
@@mr_vky Yup that's right. I suppose you could look into UDIMs then. In Maya's UV editor there's a way to select only back/flipped faces, which should be all your overlapping faces. You can select them and offset them by one UDIM.
Thanks for the feedback Ghost, I fixed the issue. If it's still hard to see I recommend you save the image and view it with your prefered image viewer.
The thickness tip and panel loop reconstruction is GOLD! THX
I have to say that I've watched a lot of tutorials and courses, some old, some of them I repeat, some new, and your videos are one of the best here. I found your channel today and I watched a lot of videos. You explain so so so well and don't miss anything. Some things I already knew it but thanks to you I realized that I didn't know it very well. Also your sheet it's INCREDIBLE, please don't stop, I will continue watching you!! Thanks!!
This is a great testimonial, thank you so much Tomas! Glad to be of help :)
# Agreeing with Tomas.
How in the world is this video has only 4000 views its insane , i looked for this for months and didnt find how to deal with it, thank youuu sooo much, worth Subscribing for sure.
Laura you're amazing, every single video is a masterpiece, you are a perfect teacher and we can feel all your knowledge from here, thank you so much, these type of content is so rare
Thanks a lot Alessandro! It means a lot to feel appreciated like that :)
I can't believe I have just found your channel TODAY !!! This is one of the best tutorials I have watched !! You explain everything so clear and I love that you show everything that would happen if you do something different from the workflow !! Thank you so much for the content !!
literally thinking the same thing. Stumbled across it about 3 days ago, now binging it all XD
Invaluable lessons. Wonder if there's a discord to keep up with even more info
thank you so much, it helped me a lot, I struggled with topology so long untill met this video. Really, thank you so much!
Thank you for the most structural pipeline tutorial! Same time it is very artistically delicate
This is much useful knowledge that I was looking for & explained very well .
you should do more like these
Thanks for the comments Pradeep! --Laura
thank you for share these tips every week, I change my workflow to your advanced workflow.
It's my pleasure Omar, I hope it's all useful for you.
You're my hero! Thank you for the goldmine of content that you've produced.
Hey Laura, just wanted to say, that your cheat sheet was extremly usefull to me. Usually I create those things for everything I learn, so you saved me alot of time there. I know it takes alot time to do that, thats why I appreciate it so much. Thank you for the work you put in. I did a monthly subscription for the quality in general :) Also im very interested in what you will teach us in substance designer.
Glad to be of help Dat! Thanks for subscribing on outgang.studio, it's the best way to make sure I can keep on making content like this for a long time. Cheers!
Thank you so much for sharing that Pipeline sheet. It’s an amazing work ❤❤❤
Gros merci pour tes tutos, j'étudie justement au NAD et je les écoute pour m'aider avec mon projet synthèse!
Contente que ça t'aide Félix!
It is a Brilliant tutorial. Thank you very much for this. For your time and for quality of tuts. Bravo
It's my pleasure Alexander! Thanks for the compliments!
After step “erase problematic geometry from Maya scene” I have some doubts that this will work, if we will retopologize flat HiRes model to flat LowRes model then it means that vertexes of part that we retopologize now can not match with vertexes of part that we retopo at start, thus when we combine them together it can be mismatch of border vertexes, am I right?
Amazing knowledge, thank you for sharing!
OMGGGG LAURA YOU ARE MY SAVIOR!
THANK YOU SO MUCH HAVE MY SUBSCRIPTIONN
WOW! Glad I found your channel!!! Insta subscribed
Estoy haciendo que mi madre entré en esto del mundo del 3D y ella que usará Marvelous, estos consejos y demás le ayudarán muchísimo ^u^
You are an awesome teacher, your explanation is clear and on point!
btw. i never understood ZBrush's "scale master" or how/why it handles units so different,
Maybe this will be a part of your next videos sometimes? :D
I never actually used Scale Master, I guess I'm kind of old school like that. It's definitely something worth to look into for a future video though so thanks for pointing that out. When I want to re-scale something I do a few manipulations involving the Export Scale value. Cheers!
Great tutorial! How about the UV? do I just unwrap it?
I'm doing everything exactly. But the after doing the panel, I couldn't reconstruct the subd. What else could I be doing wrong?
Great information here… too bad a couple of steps crashed Zbrush. One is when I’m in Zbrush and I do the ZPlugin> UV Master> Unwrap with the Polygroups option activated. It crashes every time. But it works if I turn the Polygroups option off. Otherwise, quitsville! The rest seem fine so far! Maybe it’s my version of Zbrush -2018
thank you ! this is very useful!
How did you retopologize, by hand or is there an automatic option (that is actually proper)?
Thank you so much for this video. However I can't get further than the first step as when I transfer attributes between the high rez and the MD model the high rez model just explodes and doesn't at all take the shape of the MD model. Is it because I have added a zipper and pockets in MD?
Yep same issue, ever find a resolution, I even got the trial to test out this feature.
Hi! Sadly I don't remember if I fixed that for Maya. But I use the projection in Zbrush instead does the same:) Just import your low rez good geo, smooth it and project the marvelous high rez detail onto it
@@bibu244 Yeah I heard some people using that, but I'm doing it with bandages/wraps, so there's a lot of overlapping regions that might make traditional projection a bit difficult. I thought transfer attributes might work after seeing much success online, but instead it cuts the mesh in random areas that I checked aren't clipping other parts, so I'm at a loss there. Guess I'll just have to sculpt it manually, won't be too hard but just a bit of annoyance.
Amazing tutorial!!!
thanks, Laura
since there’s no way to double subscribe, Im just gonna leave a comment here for the all-mighty algorithm while of the flowchart finishes printing
I don’t understand how your mesh does not have any gaps from the MD seams when imported into Maya or ZBrush :( thank you for this video!
I did the retopo and my UVs match But still When I transfer the vertex position my Target mesh gets destroyed. What can be the solution for this ?
Great Job
Wonderful, thank you!
This was very helpful, I'm a 3DsMax user so I'm hoping back and forth learning the equivalent tool in Maya/Max
Is the first part of this video available anywhere?
Yup! It's available at outgang.studio
You can use morpher modifier on 2d highpoly version on the base 3dmesh , and skinwrap modifier on the reopologized 2d version
Awesome technique you showed in this tutorial. I was wondering what we can do if we expect more then 4 subdiv for reconstruct with thickness. As I know Panel Loops can produce up to 25 loops. If we need more reconstruct subdivisions (for example 5 subdivs), we need much more then 25 loops. It should be 32, am I right? Second question is, why you didn't show support edges, it's very important part for clothes I think. Thank you for your hard work and showing interesting workflows. Cheers!
Hey Krzysztof! You are correct, we'd need to be able to input 32 loops into Panel Loop to be able to have more than 4 subdivs before panel looping, which we can't do. There's nothing stopping us from subdividing a mesh after panel looping though if we want more than 4 subdivs in the end. For the support edges, are you referring to them because of their advantage in creating low-res garments for video games? The goal with this video isn't to show how to do a game-ready low-res, merely to show how to do bring a garment into Zbrush for further detailing at the high-res stage.
@@Outgang I thought about support edges for VFX pipeline. Yeah, I understood. Thank you for your answer and showing awesome work. I'm going to support your channel. Have a great day.
Hello good afternoon.
Is it better the collar and sleeve thickness done in Marvelous Designer or Zbrush?
Thanks
love this
What do you think. Instead of using ZRemesh to do low poly, should I export the MD version of my clothes with particle distance e.g. 20. Then in Maya Transfer Atributes.
If you dont need a clean low-res then yeah that can work. You'd want to quadrangulate your mesh so its not a triangle soup
@@Outgang Thanks, I understand. If the priority is pure low res mesh ZRemesh will give better mesh than MD low particle version. The board with the workflow description is great.
Thank you so much 💗 💓 💛
Great Tutorial, I'm trying to figure out this but if I may ask, when you say "erase the problematic geometry from maya scene" which one I need to del: the high one or the low? Sorry for my english!!
At this stage you need to erase the low-res panels whose UVs are broken from the low-res so that they can recreated in Zbrush at the next stage. If you've reached that point, you're done with the high-res from the Maya scene so you could delete it in its entirety as well.
There's other things you could do as well to fix these panels like splitting your high-res and your low-res in matching separate objects and doing transfer attributes between them but it would've taken a while to explain on the pipeline.
@@Outgang So, what I need to erase its the broken UV's from the UV's painel right?
@@superj0nit No the topology. You'll recreate it at the next step.
@@Outgang Now i get it, thank you so much
how do you remesh without getting your polygroups unwelded? I can't figure this out
SUBSCRIBED,LIKED,COMMENT
Would there be a Version of this workflow through Blender instead of Maya ?
Thanks for the video, really useful tricks. But I came across problem when I try to import back to Maya after I've done the panel loops, my uv shell got broken and cut on all the edges. Do you have any workaround to this ? Stitching them all back is a nightmare.
Sorry for the late reply Stephanus! Next time it happens, check in Zbrush that the Tool -> Export -> Mrg button is turned on. It's probably the culprit :)
This is awesome! Thanks a lot! What does "Welded Panels" mean?
it means that the external vertex of your panels will be merged by overlapping with near panels
Thanks!
Can anyone help me? I dont understand the part "export as MD highres". I havent seen this option anywhere, what does that even mean?
thing is i did this but all the uv's were destroyed after exporting it out of zbrush to maya it had cut alll the inner uv's is their a way to not have this happen?
Is this still going gold in 2024? Or workflow changed?
What happens to UVs of the high poly (and also the low poly) mesh after we add the panel loops? Where do those go?
I examined it. They get duplicated in-place and flipped.
@@MustafaBerkeGureltol how about thickness UV?
@@krzysztofgryzka since the inner-facing section of the mesh shares the exact UV area as the outer-facing section of the mesh, the representation of an edge in XYZ space becomes a point in UV space, and the representation of an face(thickness faces) in XYZ space becomes an edge in UV space. This causes the thickness section to have a stretched look.
why my uv is break, when I import model in maya after giving thickness in zbrush?
May i have the cheat sheet new download address? The original download address was not available.
Thank you
Xlent!!
My meshes always break in Zbrush, any tips to avoid that?
When doing the paneling thing, it overlaps the uvs for the paneled faces. So while using that mesh in substance for baking the AO map will look weird as we have overlapping UVs. Any easy fix for this?
Maya has a few tools that can repack UVs automatically. It should address that, if you're a Maya user.
@@Outgang yeah but if we do that we'll be no more having the uv layout as the MD high res. So just in case if we need to do something with the transfer attribute again we can't right?
@@mr_vky Yup that's right. I suppose you could look into UDIMs then. In Maya's UV editor there's a way to select only back/flipped faces, which should be all your overlapping faces. You can select them and offset them by one UDIM.
@@Outgang Thank you
Please do this but for blender~
goat
hard to view the sheet
Thanks for the feedback Ghost, I fixed the issue. If it's still hard to see I recommend you save the image and view it with your prefered image viewer.
Not working for me
Is there a way of doing this but using blender instead?
Short answer, yes. I figured out a way a while ago using vector displacement maps in Blender. It would be worth a video at some point.
@@Outgang Oh I would love to see a video of it! Thanks for answering my question!
@@Outgang Please post this video if you can! Some of us are new to 3D modelling and Maya is a bit expensive to get just for this one feature
@@Outgang Yes please I have spend a couple of hours to figure out how it could work, I have tried even some addons but they do not seem to work :(
@@Outgang was there a video of this made somewhere? I'd really like to know
you used maya, I already fucking hate this tutorial....