Marvelous Designer to DAZ Studion - Thickness
Write Idea
Posts: 437
Hey all,
I recently started garment making with Marvelous Designer, and with some advice from fellow forum members, they told me to add some thickness to the clothing to make it look more realistic. So, I export the OBJ with the "thick" option selected. However, when I convert the OBJ to SubD and add a smoothing modifier, I get weird these weird holes where the layers of fabric are sewn together. I know this is the modifier and SubD smoothing out the edges.
Is there a way to prevent that from happening? Or an option in Daz Studio to add thickness to an OBJ? Or do I have to edit it the OBJ in Blender to correct this?
Thanks in advance for all the help! I've included pictures to give examples of the problem.
P.S. I wasn't sure if this topic should go into Tech Help or The Commons (put it here since I noticed a few other MD threads in this subforum).

Comments
I seem to recall reading somewhere that if you change the mesh resolution in Studio from catmark to loop before you add the modifier it should help. I haven't tried it myself, though.
Thank you, Melissa! It wasn't changing catmark to loop, but changing Edge Interpolation form "Sharp Edges" to "Sharp Edges and Corners" that worked. You definately sent me in the right direction, though (I didn't even know you could alter the Mesh Resolution settings)!
Thank you again!
If you're exporting a mesh from MD with thickness none of the material zones are welded. They're all separate meshes so when you subdivide then they'll have no supporting geometry where they "join" and they've curve.
This is why I don't use MD's thickness on my cloth meshes and just cheat thickness in Hexagon by doing an L extrude on the edges of the mesh. This will give the illusion that the cloth has thickness and will keep the separate materials from separating when subdivided. You'd have to zoom in very close to see the fabric thickness is cheated. When you extrude a UV Mesh in Hexagon the extruded parts's UV folds in on itself so it'll be covered under the original meshe's UV.
Dang, you're right. And if I add a DForce modifier the mesh just flies apart "at the seams".
I was hoping to avoid using another program to extrude, but I guess I'll have to for more realistic clothing.
Thanks for all the information, ghastlycomic!
I always have to use another program to finish up my MD meshes. MD's seams are just a shader effect and not actual geometry so if you want to have physical seams on an MD mesh you have to tweak the geometry a bit in a vertex modeller.
I never use the M.D. thickness as the whole thing is not welded together. I take mine into Silo and just add a small edge to hems etc. That way Dforce works properly.
Hey Write Idea, would you happen to have any suggestions about where you have found some excellent MD tutorials. I have bought the tutorials from CGelves, which are pretty good, but I would like to find some thorough tutorials which also involve Daz a bit more.
YouTube is where I watch all my tutorials. They are few and far between, some being outdated but still relevant. Lori Griffiths is by far the leading YouTube tutor out there. There is also the official Marvelous Designer YouTube page. CGElves also has some good videos on YouTube. A few other names: Haven Ditko. Arrimus 3D, and Sam Jones.
I am by no means a MD expert, seeing as how I just bought the program a month ago. The only thing I can recommend is watch EVERY video you can find. Each YouTube Tutor might go over the same thing, but there might be a little nugget in there that the other one didn't cover and you'll learn something entirely new.
But doesn't doing the extrude wreck the UVs? Then you have to redo them, right? What tool do you use for that, since Hexagon's are not great?
It does.
I tried adding a rim solidifier in Blender, and it makes the original UV Map irrelevant. So, I redo my UV Map in Blender, but it ends up HORRIBLE. That's why I love Marvelous Designer, cos the UV Mapping is so easy to do.
I've seen in several MD tutorials where people clone pieces of the pattern and sew them on top of the original pieces for added thickness/rigidity. Has anyone experimented with how clothing constructed in this manner will behave in DS?
should be fine unless you use dforce
@spleenrippa Are you talking about a layer clone?
Layer clone lets you select a segment and sew it over or under the original segment. I've selected a pattern and created an internal line offset by some ammount and then did a cut/sew and then that resulting edge peice I did a layer clone. The good and the bad: The good: It has fewer polys that exporting as a thick mesh because it's only thick on the edges and it makes decent looking hems. The bad: The edge doesn't look as thick as an extrude would and It will not simulate in dforce. That could be fixable but so far every time Ive tried it, it failed.
No. If a figure is already UV mapped then doing an extrude on it in Hexagon extrudes the UV as well. The extruded UV overlaps on itself but with such a tiny extrude it doesn't really matter and if it really bugs you it's not that hard a fix.