Post by Fwecka (Lolabellesims) on May 21, 2023 18:58:58 GMT -5
Hi. It's been a long time since I used Marvelous Designer. I recently made a pair of opera length gloves and even if I remesh the mesh in MD the results aren't great. What I've done is I made the gloves in MD (with a topology straight from hell), exported the gloves, reset the gloves to 2D arrangement and exported the flat pattern pieces. Then I took the gloves and the flat pattern pieces into Blender and used the shape key function to morph the flat pieces to the gloves. (I had some trouble with the mesh sort of exploding and I'll explain how I fixed that at the end of this post for anyone interested). I then imported the flat pattern pieces into Zbrush and retoplogized them then exported them out and imported them into Blender. I used the surface deform modifier to morph the retopologized mesh to the glove's shape. Great, but...the mesh that came out of Zbrush has NO UV ISLANDS.
So what now? Is there a way to retopologize the mesh in Zbrush and retain the UV islands? I could use Retopoflow to retopologize the mesh but I'd be left with the same problem. I suppose I could just unwrap the retopologized mesh but it doesn't always come out as nicely as what MD produces. Maybe I can transfer the UVs?
I was using this video for the zbrush process, shape key and surface deform process. He's got a new one out that may be better but I haven't watched it yet.
And now, for those interested, here is how I fixed the exploding mesh issue. You'll need this free addon. Transfer Vertex Order. Why does this help? Because Blender records where in 3D space each vertex exists--it numbers each vertex accordingly--and if there is a difference, which there will be as your completed mesh and the flat pattern pieces will occupy different places in the 3D window, then Blender gets confused when you morph the flat pattern pieces to your completed mesh. This addon works by copying the completed mesh's vertex IDs and pasting them to the flat pattern pieces. This fools Blender into thinking everything is in the same spot in the 3D window and the flat pieces will morph beautifully.
This is the video that explains the exploding mesh problem and how to fix it.
So what now? Is there a way to retopologize the mesh in Zbrush and retain the UV islands? I could use Retopoflow to retopologize the mesh but I'd be left with the same problem. I suppose I could just unwrap the retopologized mesh but it doesn't always come out as nicely as what MD produces. Maybe I can transfer the UVs?
I was using this video for the zbrush process, shape key and surface deform process. He's got a new one out that may be better but I haven't watched it yet.
And now, for those interested, here is how I fixed the exploding mesh issue. You'll need this free addon. Transfer Vertex Order. Why does this help? Because Blender records where in 3D space each vertex exists--it numbers each vertex accordingly--and if there is a difference, which there will be as your completed mesh and the flat pattern pieces will occupy different places in the 3D window, then Blender gets confused when you morph the flat pattern pieces to your completed mesh. This addon works by copying the completed mesh's vertex IDs and pasting them to the flat pattern pieces. This fools Blender into thinking everything is in the same spot in the 3D window and the flat pieces will morph beautifully.
This is the video that explains the exploding mesh problem and how to fix it.