I haven't opened MD in a little while, but I think all you have to do to retopoligize is check the "retopologize" button. This will make it look more like the kind of mesh you'll typically see on a clothing item in the Daz store. Retopologizing in MD is dependent on the orientation of the different components in the 2D viewer.
Retopologize in MD is not a "push the button and you're done" kind of thing. Also, if you retopologize in MD, you lose all your seam welds and your exported dress will fall apart, unless you weld in another application.
I suggest you try subdivision in Daz Studio (on your quadragnulated MD mesh). That will help quite a bit. Also look at the Geometry Editor command to rotate triangulation of selected polygons. Daz has produced a video tutorial about it.
Maybe it's just a matter of which version we're using, but it is in 9.5.
I haven't opened MD in a little while, but I think all you have to do to retopoligize is check the "retopologize" button. This will make it look more like the kind of mesh you'll typically see on a clothing item in the Daz store. Retopologizing in MD is dependent on the orientation of the different components in the 2D viewer.
I didn't even know that was an option! Thank you, now my problem is this: every time the characters hand touch the dress (hands on hips pose) the mesh explodes. It doesn't do this when I buy a dress and do the same thing, so what am I doing wrong?
I haven't opened MD in a little while, but I think all you have to do to retopoligize is check the "retopologize" button. This will make it look more like the kind of mesh you'll typically see on a clothing item in the Daz store. Retopologizing in MD is dependent on the orientation of the different components in the 2D viewer.
Retopologize in MD is not a "push the button and you're done" kind of thing. Also, if you retopologize in MD, you lose all your seam welds and your exported dress will fall apart, unless you weld in another application.
I suggest you try subdivision in Daz Studio (on your quadragnulated MD mesh). That will help quite a bit. Also look at the Geometry Editor command to rotate triangulation of selected polygons. Daz has produced a video tutorial about it.
Maybe it's just a matter of which version we're using, but it is in 9.5.
Before:
After:
I'm using version 10 and I just had to right click in the 3d window and the option was there for me...infact I had two remeshing options lmao
I haven't opened MD in a little while, but I think all you have to do to retopoligize is check the "retopologize" button. This will make it look more like the kind of mesh you'll typically see on a clothing item in the Daz store. Retopologizing in MD is dependent on the orientation of the different components in the 2D viewer.
Retopologize in MD is not a "push the button and you're done" kind of thing. Also, if you retopologize in MD, you lose all your seam welds and your exported dress will fall apart, unless you weld in another application.
I suggest you try subdivision in Daz Studio (on your quadragnulated MD mesh). That will help quite a bit. Also look at the Geometry Editor command to rotate triangulation of selected polygons. Daz has produced a video tutorial about it.
Maybe it's just a matter of which version we're using, but it is in 9.5.
Before:
After:
Looks great! How did you get between the "before" and "after"? You evidently know something I don't know. (Which is probably a lot!) Were you able to export your garment as OBJ and keep the retopologized seams welded?
Oh, I think what your are talking about is "Remeshing". In version 10 (I think) and 11, "Retopology" is a whole separate menu of commands. Retopology is a much more interactive process of drawing your own mesh, more or less. I think it is designed to make low resolution mesh for games, etc.
That particular mesh will never simulate, due to the buttons and overlapping fabric I put on the seams. That was just something I threw together when I was learning MD.
The issue I've had in the past with remesh is that it still puts all those little triangles at the seams. I'd like a nice clean quad mesh, which retopology can do, but losing the welds is a deal killer for me, because I don't know how to weld it back together. Maybe I'll try remesh again.
Here's a remeshed item exported from MD, and it simulates just fine, which I believe indicates that the welds are preserved, but it's possible I don't fully understand what that means.
In the past, when I tried remesh, dForce didn't like those triangles at the seams very much. Maybe dForce has become more tolerant. It has been a long time since I tried remesh.
Is it just me, or is MD's Alembic export garbage? So far, my only recourse has been to export the entire outfit as an OBJ to get the polygon selections, then export the animated outfit as an Alembic, then import both into C4D, copy the polygon selections from the OBJ to the Alembic in order to texture it. There also doesn't appear to be a sensible way to export individual components. I know it's not a problem with how C4D reads Alembic files, because I can export Alembic out of DS using Sagan and get every item separated out with its polygon selections.
I have seen some posts here about the retopology in MD and the welds falling apart. I found a solution for that. It is extra work but you have to do the sewing again. The sewing line is basically the weld in MD. After I have done that, it worked perfect. Also keep in mind that the retopology step should be the final thing that you do in MD. You cannot go back and create a seam for example. You can however change the fabric and physical property presets. I hope the information helps.
Comments
Maybe it's just a matter of which version we're using, but it is in 9.5.
Before:
After:
I didn't even know that was an option! Thank you, now my problem is this: every time the characters hand touch the dress (hands on hips pose) the mesh explodes. It doesn't do this when I buy a dress and do the same thing, so what am I doing wrong?
I'm using version 10 and I just had to right click in the 3d window and the option was there for me...infact I had two remeshing options lmao
Looks great! How did you get between the "before" and "after"? You evidently know something I don't know. (Which is probably a lot!) Were you able to export your garment as OBJ and keep the retopologized seams welded?
Look in the very bottom right of my screenshots. There's a little "Remesh" checkbox when you have mesh selected.
Oh, I think what your are talking about is "Remeshing". In version 10 (I think) and 11, "Retopology" is a whole separate menu of commands. Retopology is a much more interactive process of drawing your own mesh, more or less. I think it is designed to make low resolution mesh for games, etc.
I didn't see your comment before I posted. Yes, that is Remesh. Thanks for the clarification.
That particular mesh will never simulate, due to the buttons and overlapping fabric I put on the seams. That was just something I threw together when I was learning MD.
The issue I've had in the past with remesh is that it still puts all those little triangles at the seams. I'd like a nice clean quad mesh, which retopology can do, but losing the welds is a deal killer for me, because I don't know how to weld it back together. Maybe I'll try remesh again.
Here's a remeshed item exported from MD, and it simulates just fine, which I believe indicates that the welds are preserved, but it's possible I don't fully understand what that means.
Yes, remesh preserves the seam welds. Retopology does not.
In the past, when I tried remesh, dForce didn't like those triangles at the seams very much. Maybe dForce has become more tolerant. It has been a long time since I tried remesh.
imagine having Marvelous Designer and then simulating in Daz studio. smh
I thought that was strange, too, but I just assumed I misunderstood something about the workflow.
Scene set-up may well be easier over all in Daz Studio.
Is it just me, or is MD's Alembic export garbage? So far, my only recourse has been to export the entire outfit as an OBJ to get the polygon selections, then export the animated outfit as an Alembic, then import both into C4D, copy the polygon selections from the OBJ to the Alembic in order to texture it. There also doesn't appear to be a sensible way to export individual components. I know it's not a problem with how C4D reads Alembic files, because I can export Alembic out of DS using Sagan and get every item separated out with its polygon selections.
I have seen some posts here about the retopology in MD and the welds falling apart. I found a solution for that. It is extra work but you have to do the sewing again. The sewing line is basically the weld in MD. After I have done that, it worked perfect. Also keep in mind that the retopology step should be the final thing that you do in MD. You cannot go back and create a seam for example. You can however change the fabric and physical property presets. I hope the information helps.