I have an issue when exporting the model from MD via OBJ, when i open it in C4D it doesn't show details like the sewing line types created in MD, neither the topstitch 3D effect. The idea is to get as much accuracy as possible from what I create in MD and the exported topology to be rendered in another 3D application. Any light on this matter will be much appreciated, thanks
You can export sewing line types ▶ as 3D mesh objects into your next workflow ▶ bake them down to UV textures ▶ then delete the 3D stitching.
You can also elect to export elements separately from patterns if you choose.
Thanks for the explanation Angel, if you could please be more specific, how can I export sewing line types as 3D mesh objects in MD?, i'm looking not to loose 3D detailed information when exporting, like seams etc.....the stitching exports well but not the seam depth, thanks again
I'm not an expert in the use of Marvelous, but what you're asking leads me to make the following remark.
If you want to show a seam depth, the mesh must be very tight, at the seam. This is valid for all softwares, because there will never be a miracle.
But tightening a mesh is very expensive in terms of rendering time.
It is therefore necessary to better use the textures to show these seams.
With Photoshop, you can darken the texture at the seam.
Also, with this method, you will have a much better result.
Your problem reminds me of the one I encountered when I started 3D.
I was making columns for a Greek temple. And I was trying to make the fluting of the columns with the mesh.
Later, I realized that the textures were doing the exact same thing, faster, and often with even more convincing results.
Sure, thanks Mario. I'm aware about what you are saying. The point in my comment was about ways to keep the seams created in MD, which I'm also aware that they are created with normal maps, I just was wondering that could be a way to export the root from MD so other 3D software platforms could read the normal's path exported from MD and apply them automatically by uploading the normal maps into the new materials.
If I do it with Photoshop from scratch then i will have to figure out again where the seams go, so all the work done in MD will be vanished, i suppose.
+1 to have MD be able to export these normal maps already being used.
There is no need for this as you can apply normal map edges to any pattern piece externally very simply using traditional maps applied to trim sheets. How it's done in CG. Which means you can stroke the object nurb or define the mesh in the pattern piece for the trim sheet to pick up on. The advantage is it gives you superb quality and complexity.
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