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Intro: Step 1: Export From Marvelous Designer

This script processes meshes exported from Marvelous Designer to create optimized meshes for sculpting in ZBrush. It takes a low-resolution quad mesh and high-resolution triangle mesh as inputs. The script matches the geometry of the low-res mesh to the high-res mesh, adds thickness, and generates subdivision levels and UVs for sculpting detail while maintaining the original pattern. Key features include automatic polygroup assignment and options to spread or offset UVs across UDIM tiles.

Uploaded by

Skyler Thomas
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
226 views

Intro: Step 1: Export From Marvelous Designer

This script processes meshes exported from Marvelous Designer to create optimized meshes for sculpting in ZBrush. It takes a low-resolution quad mesh and high-resolution triangle mesh as inputs. The script matches the geometry of the low-res mesh to the high-res mesh, adds thickness, and generates subdivision levels and UVs for sculpting detail while maintaining the original pattern. Key features include automatic polygroup assignment and options to spread or offset UVs across UDIM tiles.

Uploaded by

Skyler Thomas
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Intro

This is a python script designed to create meshes ideal for sculpting and working with in ZBrush from
simulated fabric made in Marvelous Designer.

Featuring:

-Relaxed geometry and UVs

-Original pattern UVs

-Subdivision Levels with high res detail

-Mesh thickness

Installation
The script just runs on its own so in the Maya script editor you can click
file>load script and open the .py python file. You can then execute the code
to bring up the UI.

You can also select all the code and middle mouse drag it onto a shelf to create a button.

Basic Use
Step 1: Export from Marvelous Designer
You will need two versions of your mesh exported from Marvelous Designer one high res and one low-
res.

First select your finished high res simulation and export out an OBJ with File> Export > OBJ (Selected).

This mesh can use the smallest particle distance you need and can be triangulated.

Use these settings…

Now with the pattern selected increase the particle distance


down to lower the resolution of the mesh (Property Editor>
Simulation Properties>Particle Distance(mm))

Then set the mesh Type to “Quad” (Property Editor>


Miscellaneous >Mesh Type)

Re-export the mesh as a new OBJ with the same export


settings.

TIP: To get better topology on your low-res version try


removing any internal lines which do not define the outline of
the pattern pieces
Step 2: Process in Maya
Import both OBJs of the cloth model and run the script.

You should see the tools UI pop-up…

Select the low-res quaded mesh and click the pick button next to Low Mesh to assign it.

Assign the high res mesh to the High Mesh slot in the same way.

Set how thick you want the mesh and click the “Create Mesh” Button.

Step 3: Send to ZBrush


Select the newly created mesh and use goZ to send it straight to ZBrush or export and import it in your
preferred way.

You can use “Reconstruct Subdiv” in ZBrush to rebuild the lower detail version of the mesh if needed.
Just use the “Suv” button to keep smoothed UVs if that option was selected when processing the mesh.

You can set the polygroups per pattern piece by clicking “Auto
Groups” and if the “UDIM offset” option was enabled when the
mesh was processed you can click “Uv Groups” to set polygroups
for the inside, outside and edges of the fabric.
Settings and Features

1. Assign which meshes to use from the Maya Scene.


2. Set the number of subdivisions to apply to the low-res mesh before it has its vertex positions
matched to the high res version. It will also apply the same number of divisions along the
thickness of the final mesh.
3. How thick the processed mesh will be in scene units. The fabric will be extruded in both
directions to match how it appears in Marvelous Designer.
4. If this check box is enabled the interior UVs of the subdivided mesh will be smoothed before its
verts are projected onto the high res mesh. This will mean that the processed topology will also
be relaxed. (recommended to keep this option on)
5. This adds Maya selection sets to the scene so the polygroups are automatically assigned through
GoZ. Turn it off if you don’t want them.
6. This will attempt to spread out the edge strip UVs to give them surface area. It doesn’t work
perfectly. If you disable it the UV’s will lie along the border of the pattern pieces.
7. This will offset the inside outside and edge UVs to their own UDIM tiles. Useful for switching
polygroups in ZBrush. If the option is off the UVs will be the same but all on 1001 tile.
8. This option will create a separate UDIM for the edge strip otherwise it will be assigned the same
as the surface it connects to.
9. Here you can define where you want the UV seam to be on the mesh. Either the edge faces can
be continuous with the inside or the outside surface and spread out. Or you can put the seam
down the middle division of the edge and the edge will be split between the inside and outside
surfaces. This can be useful for making a piece of clothing which is two layers sewn together.
Note that with the seam down the edge strip center you will need at least one subdivision level
which cannot be reconstructed in ZBrush.

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