Hello!
New to MD and have gone through a myriad of tutorials but still struggling to get my bearings regarding the best production workflow from Maya to MD to Maya. Couple part (hopefully not dumb) question, so bear with me:
- How have others dealt with thickness once back in Maya? If clothing created in MD is rather thick (think like .5cm thick wool/felt hats and coats) having that in the simulation/export makes more sense to me but I've seen others mention save it out thin and apply thickness in the 3D software. To my knowledge, extrude in Maya doesn't add thickness evenly to both sides the same way MD would.
- Related to point above, how have others dealt with UVs in these cases where you'd ultimately need/want the side and back of the thicker fabric to have their own unique UVs (not just the fronts represented)?
- It seems retopologizing and saving out both your tri high detail simulated mesh from MD as well as a lower res quad mesh to smooth and transfer attributes in Maya is a more preferred method from what I've seen. Is this the case for others that use this workflow?
Hi Jessica
- Dealing with thickness. Clothes with thickness will be expressed as extra geometry to simulate the thickness expression from MD when exported as FBX. As thickness is not a value that can be transferred with maps or FBX, the UVs will be autogenerated based on the layer it has been created.
- For the UVs for the inner layer, I recommend Layer Clone (Under/Over) so they are another layer with their UVs. As said above if you use a single layer, the UVs of the front will be replicated and used for the extra geometry created when exporting the file as FBX.
- Exporting High and low-res garments is part of the baking process. You can do that process in any software of your choice once you have high and low.
Thank you! This helps a lot.
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