Marvelous Designer & Zbrush - Quadrangulate Garments For Easier Sculpting

แชร์
ฝัง
  • เผยแพร่เมื่อ 8 ก.พ. 2025
  • ★ TIP JAR ★ - paypal.me/Trav...
    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.
    FEEL FREE TO FOLLOW ME
    Subscribe! ► www.youtube.co....
    Gumroad ► gumroad.com/mr...
    Cubebrush ► cbr.sh/99poc
    Instagram ► @mrdavids2
    Artstation ► www.artstation...
    Twitter ► @mrdavids1
    Facebook ► / travis.davids

ความคิดเห็น • 80

  • @zubizaretta397
    @zubizaretta397 5 ปีที่แล้ว +1

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

  • @CynicallyCubed
    @CynicallyCubed 7 ปีที่แล้ว +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 ปีที่แล้ว

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

  • @moardor
    @moardor 4 ปีที่แล้ว

    awesome video thank you.

  • @yiqiyan7935
    @yiqiyan7935 6 ปีที่แล้ว

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

  • @Daniel-Wei1992
    @Daniel-Wei1992 8 ปีที่แล้ว +8

    Very useful, thank you very much!

    • @TravisDavids
      @TravisDavids  8 ปีที่แล้ว

      No problem, thank you for watching :)

  • @TrajkoDangov
    @TrajkoDangov 7 ปีที่แล้ว

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

  • @AlexSaiko0
    @AlexSaiko0 6 ปีที่แล้ว

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

  • @RomboutVersluijs
    @RomboutVersluijs 6 ปีที่แล้ว

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

  • @nene65-m5o
    @nene65-m5o 4 ปีที่แล้ว

    thanks man

  • @PUMA406
    @PUMA406 8 ปีที่แล้ว

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

  • @quentinmoulinneuf7589
    @quentinmoulinneuf7589 2 ปีที่แล้ว

    ty so much

  • @donnyhilfig
    @donnyhilfig ปีที่แล้ว

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

  • @ahmedshakib3883
    @ahmedshakib3883 7 ปีที่แล้ว

    Thanks Travis, really helpful.

  • @Eir1
    @Eir1 8 ปีที่แล้ว

    Thanks! Just the info I needed!

  • @senli6453
    @senli6453 4 ปีที่แล้ว

    thank you!

  • @vedaantverma
    @vedaantverma 3 ปีที่แล้ว

    thankyou for the tutorial,really helped

  • @PashaDefragzor
    @PashaDefragzor 6 ปีที่แล้ว

    Yep, nice one

  • @kozzworld
    @kozzworld 6 ปีที่แล้ว

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

    • @TravisDavids
      @TravisDavids  6 ปีที่แล้ว

      No problem, thank you for watching!

  • @larrydavid4820
    @larrydavid4820 6 ปีที่แล้ว +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?

  • @RandomnessCreates
    @RandomnessCreates 4 ปีที่แล้ว

    Can we regain detail with the new Zbrush cloth brushes?

  • @Klaudius_yt
    @Klaudius_yt 2 ปีที่แล้ว

    Thank you )

  • @HiredGunGames
    @HiredGunGames 7 ปีที่แล้ว

    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 ปีที่แล้ว

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

  • @BumbleBee087
    @BumbleBee087 5 ปีที่แล้ว +1

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

  • @SmaRiss1
    @SmaRiss1 7 ปีที่แล้ว +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.

  • @pantatmerah
    @pantatmerah 5 ปีที่แล้ว +7

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

  • @RemiliaZ
    @RemiliaZ 5 ปีที่แล้ว

    Thanks a lot!

  • @yarosyari3516
    @yarosyari3516 2 ปีที่แล้ว

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

  • @dzonatangavert1408
    @dzonatangavert1408 6 ปีที่แล้ว

    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 6 ปีที่แล้ว

      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.

  • @justsantiago
    @justsantiago 5 ปีที่แล้ว

    Thank you kindly

  • @Tenchinu
    @Tenchinu 4 ปีที่แล้ว +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 :)

  • @fangyimiao4
    @fangyimiao4 5 ปีที่แล้ว

    really helpful! Thank you so much!!

    • @TravisDavids
      @TravisDavids  5 ปีที่แล้ว

      My pleasure :)

    • @Musiclover6404
      @Musiclover6404 3 ปีที่แล้ว

      @@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?

  • @Boliang327
    @Boliang327 5 ปีที่แล้ว

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

  • @doltonm6019
    @doltonm6019 5 ปีที่แล้ว

    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

  • @alexandretomaz7474
    @alexandretomaz7474 7 ปีที่แล้ว +1

    Obrigado.

  • @onderyavuz2090
    @onderyavuz2090 4 ปีที่แล้ว

    Çok faydalı bir paylaşım olmuş tebrikler selamlar

  • @lazy9271
    @lazy9271 4 ปีที่แล้ว

    genious!

  • @oppsdoll3891
    @oppsdoll3891 5 ปีที่แล้ว

    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

  • @lilitbeglarian7942
    @lilitbeglarian7942 5 ปีที่แล้ว

    saved me! thank you!

    • @TravisDavids
      @TravisDavids  5 ปีที่แล้ว

      No problem, glad i could help!

  • @yosofya
    @yosofya 6 ปีที่แล้ว

    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  6 ปีที่แล้ว +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 6 ปีที่แล้ว

      Travis Davids many thanks bro :)

  • @paleblood5188
    @paleblood5188 6 ปีที่แล้ว

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

  • @peterpan5087
    @peterpan5087 7 ปีที่แล้ว

    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 7 ปีที่แล้ว +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.

  • @CrayVee
    @CrayVee 7 ปีที่แล้ว

    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! :)

  • @siddharthpaul6539
    @siddharthpaul6539 6 ปีที่แล้ว

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

  • @Lumen0nline
    @Lumen0nline 4 ปีที่แล้ว

    Thanks₽!!! God

  • @larryjoselj8712
    @larryjoselj8712 6 ปีที่แล้ว

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

    • @TravisDavids
      @TravisDavids  6 ปีที่แล้ว

      For game use i think its essential.

  • @thales010694ax
    @thales010694ax 7 ปีที่แล้ว

    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

  • @crzymlk
    @crzymlk 4 ปีที่แล้ว

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

    • @googleslocik
      @googleslocik 4 ปีที่แล้ว

      he siad the distance in weld matetrs

  • @yaolnallabmusic8308
    @yaolnallabmusic8308 6 ปีที่แล้ว

    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 ปีที่แล้ว

      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 ปีที่แล้ว

    ❤️

  • @aaaaJAYaaaard
    @aaaaJAYaaaard 7 ปีที่แล้ว +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 ปีที่แล้ว

      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 ปีที่แล้ว

      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 ปีที่แล้ว

      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 ปีที่แล้ว

      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 5 ปีที่แล้ว

      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

  • @IfthiAli
    @IfthiAli 7 ปีที่แล้ว

    lool you sound like Mufti Menk haha awesome

  • @adollar47
    @adollar47 5 ปีที่แล้ว

    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.

  • @abdulkhalilsalik
    @abdulkhalilsalik 6 ปีที่แล้ว

    tone of help ... me

  • @julvil11
    @julvil11 5 ปีที่แล้ว

    Thanks a lot!