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Post by jwofles on Jun 20, 2017 9:28:39 GMT -5
This tutorial is deprecated. I now recommend using zbrush zremesher, or using the remesh function in marvelous designer.  If you really want to see the original tutorial (although I don't recommend it), it's still on my tumblr.
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Post by orangemittens on Jun 20, 2017 9:58:18 GMT -5
Thank you for sharing this helpful tutorial 
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Post by Elegant Lily on Jun 20, 2017 22:00:04 GMT -5
Thanks for sharing. Will check it out 
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Post by sellygomezwizgrl on Jun 25, 2017 13:41:06 GMT -5
Ive tried this method but whenever i press wrap it only takes my high poly mesh and not my low poly...
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Post by jwofles on Jun 25, 2017 18:15:51 GMT -5
Ive tried this method but whenever i press wrap it only takes my high poly mesh and not my low poly... Make sure you've applied the deform->wrap correctly (step 7). If it doesn't work, try the other way around. But yeah, that sounds like what's going wrong, tell me if it still doesn't work c:
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Post by sellygomezwizgrl on Jun 28, 2017 15:22:52 GMT -5
Sadly it still doesn't work.... Would Transfer Attributes under Mesh work?
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Post by jwofles on Jul 2, 2017 11:28:36 GMT -5
Sadly it still doesn't work.... Would Transfer Attributes under Mesh work? Sorry for the late response, I completely forgot to check this thread. For your question, I'm not exactly sure, because my knowledge in maya is limited, so I haven't really tested trying anything else, and I wouldn't know if that works. However, I know there's an alternative tutorial on youtube which involves transferring attributes. I guess you could give that a shot. You can find it here -
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Post by annabluu on Jul 20, 2017 12:55:58 GMT -5
is this any different from just putting your high poly mesh into blender and using the decimate tool?
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Post by jwofles on Jul 25, 2017 22:44:17 GMT -5
is this any different from just putting your high poly mesh into blender and using the decimate tool? Yeah. It's gives a much nicer topology- this basically means the layout of the quads. It's much more cleaner which means it's easier to work with, cleaner, looks better, works with textures better etc. You can keep decimating, as long as you're keeping the poly counts low it's fine, but if you find it's ruining your mesh, you can always try this 
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Post by Feyona on Jul 29, 2017 3:04:55 GMT -5
is this any different from just putting your high poly mesh into blender and using the decimate tool? It's completely different from decimating MD meshes. Game meshes have to be built in certain way to be able to move nicely in animations, MD meshes created only for making previews of merchandise, artwork etc. Retopologizing means changing the position of polygons for being usable for game engine, retopologizing tool doesn't actually move polygons. It sort of builds new mesh copying the shape of MD mesh, but as result you get the mesh that will look much better when sim moves, will be easier on GPU and also it's going to be easier to transfer uv_1 and weights to retopologized mesh.
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Post by Mathcope on Jul 29, 2017 20:04:49 GMT -5
A very big thanks for this amazing detailed tutorial jwofles ! This is a key part of making any CC, either clothes or objects the optimization is needed! I'm glad that this can help people that are just starting to create stuff to be aware of it and improve their creations to benefit the whole community, Thank you for all the hard work explaining! 
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Post by jwofles on Aug 2, 2017 22:09:03 GMT -5
A very big thanks for this amazing detailed tutorial jwofles ! This is a key part of making any CC, either clothes or objects the optimization is needed! I'm glad that this can help people that are just starting to create stuff to be aware of it and improve their creations to benefit the whole community, Thank you for all the hard work explaining! Thanks for the kind words, I just want whatever if it mean higher quality cc from people in the community 
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Post by Feyona on Aug 2, 2017 23:14:42 GMT -5
A very big thanks for this amazing detailed tutorial jwofles ! This is a key part of making any CC, either clothes or objects the optimization is needed! I'm glad that this can help people that are just starting to create stuff to be aware of it and improve their creations to benefit the whole community, Thank you for all the hard work explaining! Thanks for the kind words, I just want whatever if it mean higher quality cc from people in the community Amen )).
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Post by Deleted on Aug 3, 2017 14:17:30 GMT -5
after all of this, once i export it from maya as an obj and import it into blender, there is no texture. even after locking and unlocking it like you said. jwofles
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Post by jwofles on Aug 3, 2017 22:31:21 GMT -5
after all of this, once i export it from maya as an obj and import it into blender, there is no texture. even after locking and unlocking it like you said. jwofles Hmm, I've never seen that before :( I can only suggest trying in blender going into solid view by pressing Z but you've probably already tried it. Also, when I googled it this came up, so that might be worth a shot. If neither of those work, maya or blender may have deleted all the faces and left the edges but I have no idea why that would happen and I would only be able to tell you to try everything again to fix it :C You could upload the .blend file and I can take a look but once again, no promises I'll know the issue, I'm not an expert sadly.
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