Marvelous Designer Clothing

I've recently started tinkering with making clothing and I have a question for any PA gurus out there. I was wondering which technique is better as far as use with Daz Studio is concerned.

I ran across some tutorials for taking your quaded MD output and running it through ZRemesher, then projecting the clean topology onto the MD shape. However, when you do that, the quads at the seem areas are mismatched and don't connect (see below). ZRemesher is run on each piece, so they each have different number of faces, so if you wanted to match them, you'd have to do quite a bit of cleanup.

If you just use the mesh that MD outputs, the quads at the seems will line up nice (1), but the topology is all crazy with swirly patterns everywhere (2).

So is the ZRemeshed method in the first pic OK as far as DS is concerned or will the mismatched seem topology cause problems when rigging/morphing/posing? I'm not sure my OCD would allow me to release a product with crazy MD topo, although if it 100% doesn't matter in DS, then I guess it only makes sense to save time. Anyone have any experience they could share?

 

Comments

  • ebergerlyebergerly Posts: 3,255
    edited July 2017

    FWIW, I've seen that swirly topology on a number of DAZ store items, even very recent ones. 

    CaptureGown.PNG
    614 x 822 - 265K
    Post edited by ebergerly on
  • mawkroymawkroy Posts: 21

    If you run ZRemesher on separate zones of the clothing mesh, by default you will end up with mismatching border edges along the cloth mesh zones. You can do a separate retopo on each polygroup/cloth zone, but you must make sure to tick Freeze Mesh Border in the ZRemesher options.This will make sure you end up with welded vertices on the separate cloth zones.

Sign In or Register to comment.