Help Center

Marvelous Designer Support

MD to Daz 3d

  • Angel Angel 댓글 작업 고유 링크

    jhesson, MD has a UV and pattern layout workspace where you layout the 2D patterns on the UV map (also has UDIM) and then you apply the texture bleed (based on mm) distance to each pattern in the map. Once that is set up, on export you have a few options on how to export your mesh model and textures. You can opt for

     

     

     

    Then after arranging your patterns onto the UV atlas maps (UDIM grid)  according to the layout and mix of fabric shader textures you have applied to your garment model, make sure you select the right export options for textures, that will then bring up the additional modal functions for the texture maps UV you set up earlier in the UV Editor workspace.

    You should toggle on weld mesh on export as well, I left it off in this old example.

     

    :-)

  • jhesson 댓글 작업 고유 링크

    Hey angel should i also change the pixels and mm size ?

  • Angel Angel 댓글 작업 고유 링크

    No the map size should always be set to the standard sizes based on your needed resolution of your model assets surface to camera ( texels per meter area) which generally leads to images at > (eg: 512px / 1024px / 2048px / 4096px ) - which is also dependent on the the texel LOD you need for your hardware end use and the quality of textural scale you are trying to communicate to the users eye, eg: game, film, still image. So if you are doing fine detail on some of the model, you might choose a different texel scale relative to other aspects of the model where the eye doesn't focus. Eg: A face my have a higher level of detail (LOD) than the main body limb skin which may have a lower texel scale - however both map texture images may share the same size image maps 2048px. So it's not always a matter of one size fits all as a rule, it is very much in the hands of the artisan and the technical brief on end use for the asset and it's texture needs, which are generally driven by technical needs. No short answer here > you maybe need to do some study on this as it can be a complex area that is dependent on what your asset will be use for. Get it wrong and your texture work can be useless for some end user needs.

     

    As that is an image asset you are outputting it stays in pixels.

     

    MD patterns however are human scale , generally made in metric so you need to use the bleed seams according to how MD assigns these, they only allow that in mm - (which means you need to maybe increase that according to what you need based on your texel scale for the 3D object) it's basically where the image texture for the pattern gets filled by an offset of roughly 3mm outside the pattern shape so when the model image (texture map) is loaded onto the mesh UV there are no white edges where the pattern shape stops and the texture map aligns given you may have aliased pixels in these curved regions ... you want a constant fill of texture so that no 3D model edges get blurred colors when you view your model - hence the overrun on the texture. Kind of like 'over-printing' on artwork when you make plates for printing to prevent the tolerance gaps should the print get out of register as you manufacture a poster layout from many plates. Basically it's a tolerance issue to do with image rasterization of curved shapes at edges that can lead to a similar tolerance issue when placed on a hard mesh model surface edge (a defined vector in euclidean space).

     

    :-)

  • jhesson 댓글 작업 고유 링크

    hey thanks angel i have another question sorry - How can i export an animation to Marvelous Designer ?and which program would be most suitable to import the animations to marvelous ?

  • jhesson 댓글 작업 고유 링크

    hey i have my own character that i animated on daz 3d and for some reason the left arm never moves no matter what animation i do , walking , arms down the left are always stays up would you happen to know whats causing this ?

  • Angel Angel 댓글 작업 고유 링크

    Yes I have seen this before, it's called >> Anime-nerve-os-a  it's a condition I see in the studio when I stand behind a bunch of animators and ask who wants to do a few days of roto-scoping, all their left arms suddenly turn to lead, and their right arm gets instantaneous RSI (repetitive strain injury). I usually have to drift on by, until the pesky condition goes. 

     

    Most animators get this at some point in their career. Caffeine is good for it.

     

    :-)  << A book for Rosemaryr

  • jhesson 댓글 작업 고유 링크

    lol what? whos rosemaryr , would she be able to help me ?

  • Angel Angel 댓글 작업 고유 링크

    See how I solve(d) your animation problem with Daz >> [click here]

    :-)

    :-)

  • jhesson 댓글 작업 고유 링크

    WOW thank you angel this program is very magical , would i be able to export the animations straight out of there to MD ?

  • Angel Angel 댓글 작업 고유 링크

    Try asking this user via this link (check out their menu of skills and teaching) >> [Link]

    :-)  << Link (Tip: always check the 'Easter egg' signature in my posts, they typically lead to a thought plucked from obscurity, that may leap you >> somewhere funky)

댓글을 남기려면 로그인하세요.