In this case I use Photoshop.īy utilizing the prior projected textures, one can create the final diffuse, normal, specular, and physics map. Once the vertex color, normal, cavity, and ambient occlusion maps are generated from xNormal, take everything into a 2D paint application for editing. First, take the highest subdivision model from ZBrush and the low poly retopologized model from Maya into xNormal and begin the projection. Even with mediocre system specs, xNormal can process millions of polygons without depleting the memory. I use xNormal for most of my high to low poly projection needs due to its simplicity and efficiency. Make sure there are no distortions in the UVs by using a series of test maps. From the high density mesh, derive a dress model with ideal edge-flow and mesh density, and finish off by UV mapping the new model. I prefer to use Maya for its handy Modeling Toolkit and Live Surface function. First, export a middle subdivision level mesh from ZBrush into a 3D modeling application. Step 04: RetopologyĬreating a streamlined mesh is necessary to simplify the weight painting process and allow iClone's real-time environment to work more efficiently. This is also a good time to lay down a color foundation with the ZBrush Polypaint feature. Sculpt the details into the dress like small wrinkles and fabric surface details. Also load the base body template as a SubTool because the smoothing function in ZBrush will also distort the clothing, and the base body template will serve as a reference for fixing areas that no longer fit. Next, enhance the details of the dress by making a high poly version by exporting an OBJ of the dress from Marvelous Designer and load it into ZBrush. Also MD's subdivision can be erratic, so I like to add Internal Lines to control the edge flow and subdivision. I do this by decreasing the Particle Distance(mm) setting under the Property Editor. For example, the frills of the sleeve cap and skirt will need higher density to support better looking folds. Pay special attention to mesh density on the portions of the cloth as that can determine the level of detail achievable. Once the template body is prepared, start to create the dress based on some reference pictures and images. Depending on the body type you desire for fitting, you may also want to first morph the body in Character Creator. Then bring this OBJ file into Marvelous Designer with the scale set to centimeter. In this tutorial, Chuck Chen will demonstrate the advantage of combining MD's superior design environment with CC's powerful clothing system to create an animated flamenco inspired dress.įirst and foremost, export the female base body from Character Creator in OBJ format, without the eyes and teeth. Lately they've set their sights on Marvelous Designer, impressed by the power of its physics simulation and intuitive interface. Reallusion are always on the lookout for fresh ways to integrate third party software with Character Creator and iClone. Technical trainer Chuck Chen teaches how to use Marvelous Designer and Character Creator to create stunning clothing for iClone.
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