Is it better if we retopologize our clothing or leave as is right from Marvelous Des, quadrangulate?
James
Posts: 1,037
Is it better if we retopologize our clothing or leave as is right from Marvelous Designer, quadrangulate?
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yeah i would like to know this too as well
Daz Studio prefers quads, a balance of high res for clothing without going overboard. Single mesh. No stitches mesh. Stitches are best done via texturing.
That is true, but doesn't address the original question of whether to leave the mesh quadrangulated straight out of MD or to retopologize. Both are quads.
So. It's an answer.
I have no idea how they go about retopologizing anything in MD. I do know that MD can produce some fine details and if those can be kept in quads, single mesh, no stitch mesh, and oh yes, welded together, I for one don't care which way it's arrived at.
In my view the quads from MD is messy, and I would expect that dForce will have a harder time with that.
But I don't have MD, so I can't test it.
I generally don't have a problem dForcing MD quadrangulated mesh. Many items in the store look like that is the mesh they use. I don't know what Daz's official policy is, because I am not a PA.
ETA: I DO have a problem dForcing MD remeshed objects, because of the triangles it puts at seams. Remesh is NOT the same as retopology. Retopology will make nice even quads, but the retopologized mesh is not welded and will fall apart in dForce unless welded first in some other software.
Yes, it can make delightful scenes of polygoo!
After retopology we need to set uv map again. And the map won't be as neat as MD though. And re-texturing.
I'm a noob on this.