Hi, i am having these issues and im stuck. I make clothes in MD , then tryed to retopo but the problem is there is too much folds, i cannot do the symmetry well. What is correct way of doing that? maybe create cloth with a little bit of folds then retopo, uvs, and then manually to sculpt folds in ZB ?
You would get immensely more useful reference by looking at the way the geo and UVs of MetaHuman clothing assets are structured. As for actually crafting the model : create the geo for one side any way you like, get it UVed similarly to the way the MD pattern pieces look like + mirrored, and wrap the full thing around the…
maybe to do something like this (i've found this image on google) and after everything is clean then to sculpt folds ? but im afraid those folds would never look realistic like it would be from MD
when i make cloth in MD , and import it in maya for retopo, i have bunch of folds on long kimono which creates big geo deformations + pressures that squize them. After that i loose those symmetrical parts and its hard to retopo + some parts of the cloth goes on top of each other. so, my conclusion: as everything in life ,…
what version MD are you using? newer version has great auto-retopo and generates perfect UV's. Only thing necessary is a bit of cleanup. Doesn't really matter how complicated the pattern is. What do you mean "cannot do symmetry well?" What does symmetry matter here?