https://www.mauvemorn.net/post/182278275499/retopology2
Converting internal lines created in Marvelous Designer to surface in Blender
( turn on English subtitles )
- Blender ( method 1 ) - best for garments made of geometrically simple, straight-edged patterns;
- Blender ( method 2 ) - best for garments made of symmetrical, geometrically complex patterns;
- Blender ( method 3 ) - universal, but is best for garments with folds/wrinkles;
- Blender ( method 4 ) - universal, but is best for people whose version of MD precedes 4.
Hello. In this tutorial, I will explain how to convert a “wireframe” created with internal lines in Marvelous Designer to surface in Blender.
WRITTEN TUTORIAL:
PLEASE DO NOT REPOST
I will start by deactivating ( RMB - Deactivate (Pattern only) or ( Pattern & Sewing ) the bottom half to speed up the loading process.
There is a number of ways to create internal lines:
- Offset as Internal Line ( 1 ). Right-click on the segment(s), choose Offset as Internal Line. Set the distance, number of offsets, direction, and length.
- Offset as Internal Line along Curve ( 2 ). This feature was introduced in MD7 and is especially useful with curved edged patterns. Use RMB - Extend/Trim to Pattern Outline ( 3 ) to trim internal lines.
- Internal Polygon/Line ( 1 ). Draw the line in 2D window.
- Line ( 3d pattern) ( 2 ). Draw a line on the mesh. Select Edit Line ( 3D Pattern ) ( 3 ), right-click on the line and choose Convert to Internal Line ( 4 ).
If during the process some areas of your mesh were distorted, run the simulation. My mesh is symmetrical, so I’m exporting only half of it. The bottom half will be done in a different way ( Method 3 ).
Export the mesh ( File - Export - OBJ ( Selected ) ). Check Single Object, Unweld, Thin, Unified UV coordinates, Include Internal Shape, m (for The Sims 4).
Import the mesh in Blender. Shift-right-click on the surface part to deselect ( 1 ) it and on one of the curves to make it active ( 2 ). Press Ctrl J to join all curves ( 3 ). Alt C - Mesh from Curve/Meta/Surf/Text ( 4 ) to convert curves to mesh.
Select surface ( 1 ), go to Edit Mode ( TAB ), Select - Boundary Loop ( 2 ), P - Selection ( 3 ). Shift-select the mesh made from curves and join them together.
In Edit Mode press A to select all.Tools ( 1 ) - Remove Doubles ( 2 ) to make edges intersect. Adjust Merge Distance ( 3 ). Select one unwanted vertex, Select - Select Similar - Amount of connecting edges ( 4 ) to select the rest. Make sure all vertices on intersections and outer corners are unselected. Use Ctrl Shift RMB to deselect them manually. RMB - Dissolve Vertices ( 5 ) to remove all unwanted vertices.
Remove doubles again with higher Merge Distance. Use Alt M or Delete - Dissolve vertices to remove the ones that were not removed automatically. If you see that there is no vertex where two edges intersect, select both edges and split them ( Tools - Subdivide ). Then use Remove doubles again.
Press A to select everything, F to create faces. Go to Object Mode and look around the mesh to ensure there are no holes. Activate snapping ( Shift-Tab ) ( 1 ) with Snap Element set to Face ( 2 ). Unhide original mesh ( 3 ). Use G to move vertices, Alt M to merge, Delete to dissolve. Knife ( K ) or J to connect vertices. Select everything ( A ), in Shading/UVs tab choose Faces - Smooth ( 4 ) to smooth the mesh.
In Object Data tab add a new UV map ( 1 ). In Object Modifiers tab add Data Transfer modifier ( 2 ). Choose original mesh as Source object, Nearest Face Interpolated in Face Data Transfer drop-down menu, UVs in data layers to transfer, apply.
Now I’m going to mirror the mesh by adding Mirror modifier ( 1 ) with Clipping and U options selected. Use Remove doubles to merge everything that wasn’t merged automatically.
THANK YOU FOR READING.
If you have any questions or suggestions to improve this workflow, please leave them under the video / in replies to this post / in the ask box or message them privately on tumblr / via e-mail ( [email protected] ).