Marvelous Designer to Zbrush Workflow / Clean topology with Subdivision(Maya Required)

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  • เผยแพร่เมื่อ 25 ส.ค. 2024
  • Hy guys in this video I'll show you a cool process to convert your marvelous topology into cleaner Zbrush topology if you like this video then don't forget to Like and Subscribe.. this will motivate me to create more Awesome Videos like this, so keep learning and i'll see in next time, 3DTips / 3D tips
    How to take assets from MD and put them into Zbrush with nice topology.(Maya Required)
    Tutorial: Exporting Marvelous designer into #Zbrush
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ความคิดเห็น • 86

  • @madbasis
    @madbasis 4 ปีที่แล้ว +124

    Trust me, you don't need background music when it comes to tutorials involving 3d modeling.

    • @AlexeiX1
      @AlexeiX1 2 ปีที่แล้ว

      you dont have to make pointless comments on youtube videos either but this is the world we live in apparently

    • @gegi4577
      @gegi4577 2 ปีที่แล้ว

      who said you're allowed to decide hahah?

    • @King-mj2bn
      @King-mj2bn ปีที่แล้ว +9

      @@AlexeiX1 I like how you prove your own point with a pointless reply to constructive criticism.

  • @dorianare6094
    @dorianare6094 3 ปีที่แล้ว +4

    Nice workflow, I have seen a few and this might be my favourite! So quick! Thank you for sharing your knowledge

    • @3DTips
      @3DTips  3 ปีที่แล้ว

      😅 Glad this helped

  • @isilven3d796
    @isilven3d796 3 ปีที่แล้ว +2

    thank you, this is right what i needed! amazing tutorial

  • @jaze_ph
    @jaze_ph 3 ปีที่แล้ว +1

    MAN THIS IS GOLD! thanks

  • @dlehgus0909
    @dlehgus0909 3 ปีที่แล้ว

    U Saved my day. I dont need to do retopology manually. Thx

    • @3DTips
      @3DTips  3 ปีที่แล้ว

      😅 Glad this helps

  • @JoHnWxNoW98
    @JoHnWxNoW98 3 ปีที่แล้ว +1

    Thank you, this is a very good tutorial to speed up my workflow

  • @attilahalasz7914
    @attilahalasz7914 2 ปีที่แล้ว +1

    It is amazing and simple to do it, Thank You for this great tutorial. May I have a question, Could You please help how to do it if the cloth made more than one garment/geo?

  • @scifiworld6462
    @scifiworld6462 5 หลายเดือนก่อน

    Great informative tutorial 👍

  • @eazygfx4815
    @eazygfx4815 4 ปีที่แล้ว +8

    You can also do this in 3ds max using Morpher on the original flat topology (morph target the 3d one) and using "skin wrap" on the new topology (flat) with the target being the original flat one, Morph to 100% and collapse to edit poly

    • @Techgamerism
      @Techgamerism 2 ปีที่แล้ว

      The morpher is not letting me select the target even though both meshes have same no of vertices

    • @JaySamurai79
      @JaySamurai79 2 ปีที่แล้ว

      Did you findout if max allows for this?

  • @TheTrietJonas
    @TheTrietJonas 2 ปีที่แล้ว +1

    thanks for sharing this, it really help me a lot!

  • @asturiastroub
    @asturiastroub 2 ปีที่แล้ว

    Thanks for your nice tip

  • @arjunkumarprasad863
    @arjunkumarprasad863 2 ปีที่แล้ว

    best tutorial ever

  • @anoopxds
    @anoopxds 5 ปีที่แล้ว +1

    Thanks man.its really a cool tip. i was struggling for finding good workflow for this.

    • @3DTips
      @3DTips  5 ปีที่แล้ว

      Glad this helps

  • @cezarcristian4666
    @cezarcristian4666 2 ปีที่แล้ว

    wow, nice video thank you. I didn't knew maya has such a cool feature!

  • @drktien63
    @drktien63 5 ปีที่แล้ว +4

    At first I was happy that finally I will have solution, but after 4 minutes I realized that Maya is involved :( please list Maya in the title or at least in the description

    • @3DTips
      @3DTips  5 ปีที่แล้ว +4

      Sorry that you got disappoint.. I'll mention that maya is involved

  • @0K_man
    @0K_man 9 หลายเดือนก่อน

    Thank you

  • @rishimalik594
    @rishimalik594 10 หลายเดือนก่อน

    thanks you brother

  • @minuscolochao1557
    @minuscolochao1557 ปีที่แล้ว

    Thank you so much for sharing ♥️

  • @edwardmartin9802
    @edwardmartin9802 4 หลายเดือนก่อน

    Perfect tutorial, hit the real point! Only the bgm is to loud.

  • @johnyen9065
    @johnyen9065 2 ปีที่แล้ว

    Thank you for sharing! This tutorial is useful~!👍

  • @sculptzbrush
    @sculptzbrush 2 ปีที่แล้ว

    nice tutorial dude

  • @kirandev
    @kirandev 5 ปีที่แล้ว +1

    Dont forget to disable the construction history while retopologizing ! thanks Bro

  • @mauricioescudero1941
    @mauricioescudero1941 7 หลายเดือนก่อน

    you saved my life 😭

  • @user-sx6lz5cz5c
    @user-sx6lz5cz5c 6 หลายเดือนก่อน

    do i need to retopo afterwards or I'll just use its lowest subd?

  • @MrConfere
    @MrConfere 4 ปีที่แล้ว +1

    Great tutorial, thanks for posting it. does anyone know how to do this with C4d?

  • @original9vp
    @original9vp 2 ปีที่แล้ว

    @3DTips can you repeat this but with a T-shirt so we can see how the geo from the arms and the main garment Topo is tackled/lined up please?!

  • @rueriazel
    @rueriazel ปีที่แล้ว

    Sorry noob question, but why do we need to clean topology in Zbrush or in other sculpting process? For example, if I already have my Marvelous Designer garment in quad mesh, can I skip this 'cleaning' step?

  • @MustafaBerkeGureltol
    @MustafaBerkeGureltol ปีที่แล้ว

    Yeah, but the UVs get deleted once you start reconstructing it. Is there a way that you can keep the UVs and subdivisions at the same time?

  • @TMZStreetWorkout
    @TMZStreetWorkout 3 ปีที่แล้ว

    Song
    Bondax - Gold (Snakehips Bootleg)

  • @DarkestDeeds
    @DarkestDeeds 5 ปีที่แล้ว +9

    Thanks for this but it was hard to hear with the music.

    • @3DTips
      @3DTips  5 ปีที่แล้ว +1

      I'll keep that in mind from now. 😊 Thank you

  • @gamingunlocked9947
    @gamingunlocked9947 4 ปีที่แล้ว +2

    But by adding thickness in Zbrush dont we lose the UVs? I need to retain my UVs in Zbrush

    • @3DTips
      @3DTips  4 ปีที่แล้ว

      You can export the lower division of zbrush to maya then reUV it then import that UVed mesh to zbrush lower division.that is the only way i can think of.

    • @gamingunlocked9947
      @gamingunlocked9947 4 ปีที่แล้ว

      @@3DTips Hm...but how do I re-UV a complex fold in Maya to give me a proper clean UV unfold which is as good and symmetrical as the flat pattern's UV?

    • @AlexeiX1
      @AlexeiX1 2 ปีที่แล้ว

      @@gamingunlocked9947 its easier to reuv in maya. Just make seamlines where you have the thickness, make another to open that thickness stretch line into a rectangle and unfold them. The topology is really good so it will open exactly like the earlier uvs.

  • @amp7224
    @amp7224 4 ปีที่แล้ว +1

    APPLAUSE!!!!! AND THANK YOU!

    • @3DTips
      @3DTips  4 ปีที่แล้ว

      Glad it helps 😊

  • @ProjectIdeal
    @ProjectIdeal 5 ปีที่แล้ว +1

    I am not an expert, but i think that's not a good way to do it.
    perhaps for a simulations, having a plane subdivided like this is good but not that sure that its good if you want to sculpt or later create a game model or a midpoly for later animation.
    I think is better retopo by hand following folds shape. and you will have a clean lowpo that doesn't have triangulation errors when subdividing. And it can be used later for baking normal or displacement

    • @3DTips
      @3DTips  5 ปีที่แล้ว +1

      Am not doing this for animation or lowpoly.. The only perpose of doing this is.. To get a clean wirefream with lower division so that you can work on zbrush easily.. Am also a character Artist am doing this process for about 5 years.. It works pretty well for me..

    • @3DTips
      @3DTips  4 ปีที่แล้ว

      @Artisan exactly because it's not about simulation it's about having a low division mesh in zbrush so that you can do bigger changes in low div.

    • @AlexeiX1
      @AlexeiX1 2 ปีที่แล้ว

      @project ideal I have worked on games and VFX and this is absolutely the right way to do it. Only difference in games is that the quads usually become tris inside engines, and use their own simulation algorithms. Your way is only better if you are using a static mesh with no high end detail, displacement maps and all that stuff, and at that point I dont see why use marvelous designer in the first place, much easier to just model something simple in maya.

  • @hossamfahmy9298
    @hossamfahmy9298 3 ปีที่แล้ว

    Good video man but the music wasn't but keep it up

  • @supriyopaul4009
    @supriyopaul4009 2 ปีที่แล้ว

    Brother make a video game ready character hair. and what are the maps used for game ready hair

  • @christianlee1423
    @christianlee1423 5 ปีที่แล้ว +1

    this is only good on single object, but try complex pants or jacket this wont work. can u make tutorial for more complex pieces? :)

    • @3DTips
      @3DTips  5 ปีที่แล้ว +1

      Exact Same process can be follow for shirt or pant , you have to select all the patterns and export as single mesh then follow the process.. It will work.. Am working on this same process from last 1.5 years with marvelous it works... In future i'll show you more complex patterns have done with this process.. 😊, thanks for the comments

    • @potatoozz354
      @potatoozz354 5 ปีที่แล้ว

      @@3DTips I tried with jacket design. I follow the process, and my jacket have multiple objects. but the result is not good. :/ can you make a tutorial for more pieces? thank you! :)

    • @saulioelrumano
      @saulioelrumano 4 ปีที่แล้ว +1

      I have the same problem. When I'm going to do the last step the result is not good. Help please :(. Thank you for this tutorial!!!

    • @MrGenia1991
      @MrGenia1991 2 ปีที่แล้ว

      @@3DTips how about the same tip but in 3ds max?

  • @riskciko55
    @riskciko55 ปีที่แล้ว

    hey bro i tried this with pants but left side front is open but the other side are closed i think my panel went to the right side so it has 2 panels on each other

    • @3DTips
      @3DTips  ปีที่แล้ว

      Fix the uv overlap on Marvelous before you do this process.

    • @riskciko55
      @riskciko55 ปีที่แล้ว

      @@3DTips ohh i see thankyou !!!

  • @randallremedios-ambrose937
    @randallremedios-ambrose937 3 ปีที่แล้ว

    I think the music should be something less, it is too distracting imo, Nice Tips btw.

  • @AI_MIXING
    @AI_MIXING 5 ปีที่แล้ว

    is this ready for games? cuz your retopology in Maya has 20000 tris, but when you reconstruct the mesh inside zbrush it only has 3000 tris, but will it capture all the details if i sculpt on it?

    • @3DTips
      @3DTips  5 ปีที่แล้ว +4

      You can use the lowest subdivision as a starting point for game. That's not i meant while am talking about getting subdivision. Subdivision will help you to cleanup the bad artifacts and modify the sculpt in it's lowest subdivision. After all you can move the zbrush mesh better when you have low divisions. And if you want to use it as a game mesh go ahead you can. (most of time i do that) but you also have to take care the nonplaner faces and adding cuts in smoother area.. Hope this will make sense. If not you can join my discord i'll try to explain more there.. Thanks 😊

  • @pavinivfx
    @pavinivfx 4 ปีที่แล้ว +2

    It will work with capes or geometry which has one side, but with complex clothes it`s useless

    • @3DTips
      @3DTips  4 ปีที่แล้ว

      I Used this process in production to make clothings and drapery. It's works for me. Am not sure what you want to achieve but for clothing and all it does work

    • @tearcrystal3494
      @tearcrystal3494 3 ปีที่แล้ว

      @@3DTips yeah, but how do you match the points on the collar, sleeves with the body part? Eyeball it?

  • @mordecai1484
    @mordecai1484 3 ปีที่แล้ว

    So bad that panel loops function only allows 25 loops maximum. that means you can only have 4 subdivs.

  • @mazi2043
    @mazi2043 5 ปีที่แล้ว

    What about the UVs?

    • @3DTips
      @3DTips  5 ปีที่แล้ว +1

      After panel loops take the lower division mesh to any 3d softwares or in zbrush.. Uv it then re import the lower division mesh to same subtool.. You will get your uvs

  • @donovanbaine8842
    @donovanbaine8842 5 ปีที่แล้ว

    by the way there is a remesher inside marvelous its same zremesher i believe much better than zremesher check it out give it try and thankx for the tips

    • @3DTips
      @3DTips  5 ปีที่แล้ว +1

      I know about that.. But it still make triangles if the patterns are curvy at the edges and also you'll not have any subdivision, but in this process you will have totally quard mesh with subdivision ..hope that will make sense.. Thanks

    • @donovanbaine8842
      @donovanbaine8842 5 ปีที่แล้ว +1

      thankx for the info maybe ur right

    • @3DTips
      @3DTips  5 ปีที่แล้ว

      😊 Thanks for understanding

    • @HikaruIshiju
      @HikaruIshiju 4 ปีที่แล้ว +1

      The marvelous zremesh only project quads in the interior of the pattern. but make a total mess in the borders. I do not recomend it

  • @edmundzhong6178
    @edmundzhong6178 5 ปีที่แล้ว

    hi,bro.what is the hotkey of delete history?

    • @3DTips
      @3DTips  5 ปีที่แล้ว

      For maya i guess it alt+shift+D.

  • @kirandev
    @kirandev 5 ปีที่แล้ว

    there's new version 8 v4 they have remesh beta! can you do tutorial about that?

    • @3DTips
      @3DTips  5 ปีที่แล้ว

      I'll 😊

  • @kunquqin7040
    @kunquqin7040 4 ปีที่แล้ว

    too complex

  • @florianristea
    @florianristea 3 ปีที่แล้ว

    I m wondering what is the process if you want welded points and you have something with pockets like pants. I can t find for this situation a good workflow.

  • @stanwildin3D
    @stanwildin3D 3 ปีที่แล้ว

    Ughhh. This video could have been only 2 minutes. You don't need any of those softwares anymore. You can just retopo right away in marvelous design. And there you go. :) I guess you didn't know that or the option wasn't there before.

    • @gil6970
      @gil6970 ปีที่แล้ว

      Thanks mate

  • @thecheth
    @thecheth 4 ปีที่แล้ว

    Thank you

    • @3DTips
      @3DTips  4 ปีที่แล้ว

      Glad it helps 😄