![]() ![]() It was time to import the simulated mesh, since they both had the same UVs I transferred the vertex position of the flat mesh to the simulated mesh by using Transfer Attributes again. ![]() The quad flat mesh has the same UV as the tri mesh. ![]() ![]() ZRemesher will never give you a perfect result, so make sure you spend time to fix the quad mesh if needed. In order to transfer UVs, the quad mesh's edge borders needed to be aligned perfectly over the tri mesh. At this stage, I needed to import two flat meshes, the original one with UVs from Marvelous Designer, and the one that I quadrangulated in ZBrush. I recovered the UVs in Maya by using Transfer Attributes. Now I had a clean quad mesh but I lost the UVs. I need a clean topology to sculpt so I used ZRemesher to quadrangulate it. Next, I imported the flat mesh from MD to ZBrush. The second mesh is the flat mesh - I selected the mesh and clicked Reset 2D Arrangement to flatten it and used the same export settings. The first is the simulated mesh - make sure to check these boxes in the Export settings: Single object, Thin, and Unweld. First, I exported two meshes from Marvelous Designer. This workflow gives a super clean topology mesh with UVs, and it also saves a lot of time. It is quite hard to explain the clothing retopology workflow in words, so it might be a bit confusing. ![]()
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