I am trying to bring in a mesh that is highly triangulated into Rhino and am trying to turn it into a 3DM polysurface from Marvelous Designer so that I can have grasshopper subdivide the surface when I set it. When I quadrangulated the mesh it was still very refined and small. Does anyone have any solutions or experience with a Marvelous Designer to Rhino 7 to Grasshopper workflow or pipeline and how they navigated it?
But I'm having problems with #6 (baking normals): both coat's and shirt's collars project on geometry under themselves. As I understand, I'd need to explode the model (separate and space out all geometry that might overlap - in my case - collars from the shirt and the coat and probably the insides of the coat, too) but the thought of going into the edit mode for high poly models is terrifying, let alone trying to select something there (freezes due to high poly count)
Tried baking with cages - trying to adjust the cage for collars or other tight spaces or inside cavities seems next to impossible too.
Is there an easier workflow for clothes made with Marvellous (on what stage do I add thickness: when exporting from MD / to high poly sculpt with thickness modifier (looks bad) / to low poly model (baking one-sided mesh to a thicker topology?) ), how to retopo cavities under collars so the bakes there would be hassle-free?
Please take a moment to consider if this thread is worth bumping.Recommended PostsTimoAleroPosted September 21, 2022TimoAleroResident
I recommend using a materials based texture workflow and avoiding image editors entirely, so you can do procedural materials with fine control over the normal map, glossiness/metallic etc. Personally I use Ravage for Blender - Here's that same top textured in Ravage, previewing in Blender so you get an idea of the sort of graphical fidelity you can achieve with materials:-
Howdy folks! I've been searching this forum (and others) for, simply put, a tutorial or description of the workflow for someone beginning in Marvelous, best export settings used, tools programs used, etc. I realize - or the sense I get, anyway - that MD gets a bad rap for lazy creators dumping rigged DAEs straight from it into SL, and it's the retopologizing/optimization process I'm struggling with the most. I have experience in rigging simple shapes, photoshop-and-local-textures based texturing and know enough to be dangerous, but I cop to having a lack of foundation (along with a measurable artistic disability that's alleviated by using tools like MD rather than being able to sculpt a hoodie from scratch.)
Marvelous designer is AWFUL on the seams, even with the retopology option on, it will have a bunch of unnecesary vertices and edges that while they wont really look bad in the mesh, they can be a PITA for rigging.
Thank you both for your responses, there's a lot of info I know I need and didn't even ask for - in particular, @Extrude Ragu's info on materials - specular is something I struggle with in particular, not because I don't understand what it's for; it just seems the TGAs used to make them look far more complicated than say, a simple PNG, so I was hoping down the line I'd figure out how blender could just bake one for me.
1) When you use the word 'seams,' do you mean literal MD stitching seams, or a more technical, 3d-modeling definition like 'edge seams?' I worry this is again where my 'too big for my britches' attitude comes in without, at the very least, a game-design trade-school education.
2) is this weight smoothing process something you have to organically paint with those rainbow maps by hand? With a mouse or, Malacath help and orc, a wacom? I might be able to handle some minor touching up work but anything that draws upon the same brain energy that hand-drawn illustration does is simply beyond my grasp. It's why I started playing with 3D art like this to begin with; perhaps my expectations for scripted actions are indeed too high.
The belly clipping at the bottom I also chalk up to having not exported the MD garment as 'thick,' but that jacks up poly count and introduces a bunch of texture problems upon importing into blender. Enlarging the garment itself make the straps hover off my shoulders (even more than they already do). Unfortunately Frisky's belly doesn't have alpha 'slices' like a full body; I was thinking of using BOM and alpha layers if it came to it down the line. My immediate focus is the rough jagged polygons not 'moving' along the body and the clipping felt like an easier problem for Future Timo to deal with.
The tutorial is helping, but I came across a well-known problem: a blended animation from TPose to my animation. In the tutorial, the animation was exported already blended from iClone. I want to use the animation from Mixamo, so I need to combine a TPose with this animation. I blended them inside Sequencer, but how to make these two mixed animations into just one?
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The program is also used by virtual fashion designers who design 3D clothing for virtual clothing catalogues (especially sports clothing). For real-world clothing, usually fashion designers use CLO3D since it has a few more tools than MD for real-world sewing such as seam line allowances, tapping etc.
Back then as a kid, sometimes I regretted the choice. School would have been less work. Sometimes, I worked 10 hours per day on the computer, with hardly a break, including weekends. But in the end, it was worth it.
It happened with me too. At first, no one knew of me and CG Elves. There were many who were hesitant to buy, afraid it would be a waste of money. After I made a couple of free tutorials, and people saw how well I taught, they felt more confident to buy the course.
Students will learn how to make different shirts for women and men, as well as all sorts of collars, cuffs, zippers, buttons, pockets, many kinds of sleeves, several jackets, techniques to make quilting and stuffed puffed effects, capes and cloaks, hoods and hats, a 3 piece suit with a vest and 3 kinds of suit collars, military cargo pants, a military combat shirt and an officer's uniform, many kinds of skirts and dresses, ribbons and a corset with fake hooks and strings. They'll also learn how to make gathered effects, as well as box pleats, accordion pleats, knife pleats and sunburst pleats. And a lot more!
When looking for 3D artists who knew MD whom I could send extra work to, some people applied with a very poorly portfolio with just a render of the default MD dress which comes for free with the program or one baggy shirt which anyone could make. Not impressive.
(And a few even applied with renders of my own clothes!)
The intricate folds, textures, and fine details of fabrics make them one of the biggest challenges for any 3D artist, but with Marvelous Designer, that's a problem of the past. This simple and intuitive tool gives designers the power to create incredibly realistic 3D clothing without breaking a sweat.
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