I am wondering what is the best workflow for character modeling using Marvelous Designer with ZBrush and Maya ?
There are many sub-questions I have related to this question :
- For the final character model, should I use thin or thick clothes ?
- When do I apply thickness ? Marvelous Designer gives you to ability to export a mesh with thickness. But, should I bring the thick clothes to ZBrush or should I keep it thin ?
- Is it a good practice to keep the clothes' UVs as it is in Marvelous Designer ? If it is, will ZBrush screw my UVs ?
- When should I retopo the clothes ? After the high-poly sculpt or before, to have a nice topology to work with ?
- What do I bake on what ? Thick from ZBrush on thin ? Thin from ZBrush on thick ? Thick on thick ? Thin on thin ?
The workflow I see right now is this one :
- [MD] Simulate clothing
- [MD] Export simulated thin clothing with unified UVs for ZBrush.
- [MD] Layout the clothes in a 2D arrangement. Then, export thin clothing with unified UVs for retopo in Maya.
- [ZBrush] Import simulated thin clothing, make sure the UVs are the same as in Maya. This is important, since later, I'll use the Transfer Attributes function from maya to transfer the topology from the retopo'ed mesh onto the ZBrush sculpt based on UVs.
- [ZBrush] Sculpt the details onto the simulated clothing. Make sure that you don't screw up the UVs from Marvelous Designer.
- [ZBrush] Export the final sculpt.
- [Maya] Import thin clothing in 2D arrangement, check if the UVs are good. Then, retopo the clothes. Since the clothes are in a 2D arrangement, it is easier to manually retopo.
- [Maya] Using the Transfer Attributes function, transfer the topology from the retopo'ed mesh onto the ZBrush sculpt based on UVs.
- [Maya] Apply thickness using a simple extrude and translation in the normals' direction. At this point, I'm not very confident about the techniques. I'm not sure if this is the best way to add thickness.
- [Maya] Make sure the UVs aren't broken. Now, since the mesh has more geometry because of the extrusion, the UVs should overlap (outside, inside and outline). Now there's two option : A. You don't care if the outline texture is stretched and if the inside has the same texture as the outside. The, you can leave it like that I suppose. B. You care. Then, you have to fix it.
- [Maya] Fix the UVs. The only UV shell you should have to unwrap is the outline since the inside, based on the outside, which already has proper UVs from MD, has good UVs.
- Done !
If you have any suggestions, it would be a pleasure to read them. Also, do not hesitate to ask questions !