Retopo of Marvelous Designer clothes using ZBrush and Blender

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hello this is going to be a quick tutorial about how to retopologize a clothing mesh that comes from Marvelous Designer within zbrush and blender in a very clean and nice way the idea is to morph the mesh into UV space then do a retopology based on that and then morph it back into 3D space I found a tutorial on how to do this in uh Maya but it seems no one has done the same workflow for blender yet so I thought I'd make this video about it uh the reason why we want to morph this into UV space then do the Ropo and then morph that back into the actual mesh is if we do it right away on this mesh uh it's just not as clean you know like these areas are kind of weird maybe a couple poles too many and um if you have a mesh that has more folds than this it just gets a lot more finicky even if you enable keep groups and all that stuff so I prefer to do the Ropo in UV space when you start out make sure you just have a single sided mesh no thickness no buttons no anything I think in Marvelous Designer when you export it you have to enable thin and uh unweld everything so that you have all these individual meshes here and then we export this to blender do morph this into UV space um sure not remeshed blender there it is and at this point if there's anything wrong with the UVS you can fix it in here guess we could pack these again so that they're a bit build out a bit better leave a bit of space cool so now let's morph this into UV space to do that you need an add-on called text tools I'll link in the description very useful for UV mapping but also you right click you could click this function here called create UV mesh which does exactly that it makes a copy of the original mesh with a shape key that transforms it into UV space so now we want to retopo this we could do this in blender the quad remesh I found Zer measure is better though so let's export that again call it UV mesh uh I'm going to bring that back into zbrush here it is and we could have done this in zbrush with the UV master master has a flatten function um it did that before and it flipped the whole thing on the y- axis and the scaling and the offset was weird so that's why I chose to do it in blender it's zero measure and there you go we have a topology nice and usable and uh play around with the values a bit found something that's you know kind of symmetrical like this bring that back into blender so call it UV mesh meshed this back in the blender lines up perfectly by the way I'm using a drag and drop add-on here so I can just drag and drop things into blender so now we have both the uh original and the zero meshed version in blender and we want to wrap the Zer meshed version to the original version so we can morph it back into 3D space the way we do that is with a modifier called surface deform as a Target we choose the original mesh and then we hit bind and now if we select the original one we can hide it and then lower the shape key voila we have the original mesh and if if we want we can you know keep going back and change some things I don't know maybe we want to have more more Loops in here on the sleeves maybe you want to Loop in the middle here on this one or here actually definitely here I think on the inner side of a collar don't forget to un bind and then rebind the surface deform select the original mesh and then and move back yeah so now we have something that's a bit more clean than what zbrush would give us again this is way more obvious for pleated skirts pants and other kinds of clothing that have a lot of overlapping pieces and folds the results here are just much cleaner one more trick I want to show you is um you can put in a subdivision modifier in front of the surface deform say we had two subdivisions got to make sure to keep the boundaries though so I'll just select these select everything Shift 4 and set the crease value all the way up that way the borders stay put they don't smooth out with all the rest I'll activate the surface deform again unbind and bind again now this back have retained some more detail of the original mesh and now we can put this back zbrush final meshed [Music] shirt and here we have our shirt and now because we had a subdivision modifier before we wrapped it to the original mesh we can reconstruct our subdivisions and we have retained a bit of detail now we can smoo that out and make it look nice and then you know eventually what we could do is um we can add some thickness to it there's some script that I use for this the extrude keep seive probably works yeah there you go so what it does is it adds thickness but then it also keeps the subdivisions um obviously this needs some love but that is the basic idea of this workflow anyway you get the idea so yeah just wanted to make a quick video about that obviously once you have it in blender you could also do a retopology by hand but I just prefer to do it with zero measure as you can see it gives you good enough results to continue detail sculpting on this all right take care
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Channel: Carl-Christian Gehl
Views: 3,498
Rating: undefined out of 5
Keywords: zbrush, tutorial, blender, marvelous designer, clothing, simulation, retopo, retopology, zremesher
Id: P8HeZ1GfQM0
Channel Id: undefined
Length: 9min 6sec (546 seconds)
Published: Fri Oct 13 2023
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