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Garment Posing and Sculpting Preparation

Intermediate, Practical

Description

This 2-hour video covers the recent advancements Laura has made to her Balthier fanart. Laura explains the pipeline she followed to quickly rig and keyframe her base body and how she exported the animation to Marvelous Designer. She then explains how she exported her posed garment from Marvelous Designer over to Blender and prepared it for sculpting, namely by using the Outgang Cloth Nodes for Blender to transfer details from the Marvelous Designer high poly to a clean, quadded topology and added thickness in the process. She concludes by an explanation of how to set up a light rig and turntable in Blender to take advantage of Blender’s excellent real-time lighting when sculpting. We talk in detail of:

  • Marvelous Designer 12’s retopology tools.
  • Exporting a high-poly and low-poly from Marvelous Designer.
  • Quickly rigging a character using Mixamo.
  • Exporting an animation to Marvelous Designer using Alembic.
  • Using the Outgang Cloth Nodes to transfer high poly details to a quadded retopology and add thickness.
  • Setting up a light rig and turntable in Blender.

As an Outgang member, you will find the Outgang Cloth Nodes available from the handouts tab of your account page. This class explains everything about them. During this class Laura also references her Youtube video explaining how to understand and work at a proper scale in Zbrush. Finally, this Youtube video demonstrates how to set up a complete light and camera rig.

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Discussion

8 comments

  1. Oleksa Prozorova says:

    Hi, Laura.
    Can you help me please?
    When im exporting high poly – in blender i see only buttons, dont know what else i could make wrong…
    maybe when I started import model and created clothes it was in “cm” at some points and exporting is taking a lot of time to the next stage. Is there any option to scale avatar with clothes on to make it smaller.
    When I added jacket which i created by following your tutorial everything was working good but it seems like i can not give any changes to my previews models.

    I checked both avatars in Maya they looks same size but when im opening in Jacket project, i see that my old project is bigger then new one.

    1. Hi Oleksa,
      if the issue is related to scale, have you tried playing with the transform > scale value on the right of the Blender > Import >OBJ/FBX window?

      1. Oleksa Prozorova says:

        Hi, Laura. Sorry. I probably asked wrong way. Let me try again.
        Is there any ways to scale down Avatar including created clothes in MD program [not blender], without rebuilding it from scratch?
        Thank you.

        1. Hmm yeah you want to scale everything in MD proportionaly. Off the top of my head I can’t think of a way within the software to do that. If it was me I would
          1- Export the garment as thin at a medium particle distance with the avatar out of MD.
          2- Import all in a Blender scene and scale the garment upon import like I mentioned before.
          3- Export the garment and avatar back to MD and import the garment as “garment” with “trace pattern from UVs”. This will reconstruct the pattern from the UVs of the garment.
          Mind you, this approach may involve a lot of cleanup after the import in MD, I would do it as a last measure. The import window of MD also allows unit conversion/scene scaling so exporting to Blender may not be necessary.

  2. AndrewMZcroft says:

    wow looks so easy to do it in blender than in zbrush, looks like magic XD, Thanks Laura.

  3. Peter Fan says:

    Good day Laura, thank you so much for this MD 12 to Blender tutorials, very very helpful! I follow along your tutorials and those two outgang nodes works very well, love it! I can’t believe you make this great workflow for Blender, really helps me a lot, especially the thickness node with UV all done just in few clicks!

    Now, I am preaparing to the mesh with stitches for further sculpting, but I am having problem, after using smooth modifier for the high res, those stitches still failed to bind to the mesh with the error message, any further tips can help with this? Thanks in advance. Wish you have a nice day and all the success of outgang!

    1. Hey Peter! Try increasing the amount of iterations for the smooth modifier, it fixed it a few times for me. If that still doesn’t work though I’m not quite sure, there could be something unique about your mesh that the modifier doesn’t like.

  4. Alvin drakes says:

    Good day Laura, thanks for another great tutorial!

    One question:
    If we are doing cloth sim later for animation, do we still need to sculpt the folds manually in ZBrush/Blender?

    Or should we put all our effort into creating the folds/creases using Houdini Cloth sim to create the folds naturally?

    Or do we need to combine both ways for the best result?

    Thanks!

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