Marvelous Designer; Marvelous Designer to Maya: UV’s and Topology

Marvelous Designer; Buttons, Simple pockets, Simple pocket with zippers

Marvelous Designer to Maya: UV’s and Topology:

Step 1. Place garment pieces symmetrically. Export your garment in .obj selected format twice: 1st time in 3d Arrangement and 2nd time in 2D Arrangement.

Step 2. Open Maya and import your 2D Arrangement first; garment mesh includes unwrapped UV’s. Do not change UV layout.

Step 3. Combine garment pieces in pairs (you can also combine them all together into one piece).

Step 4. Select one of the combined meshes and check if pivot point is centered; if not, go to Modify- center pivot.

Step 5. Turn on Live Surface constrain on. Next turn on Quad Drawn tool and Symmetry (front view) on X.

Step 6. Click anywhere on the reference mesh to drop dots. Next move the cursor over the dots while holding Shift; Shift-click. You can also extend edges; please review Maya quad Draw tool.

Step 7. Use Maya quad Draw tool to redraw your garment pieces. Please pay attention to topology and to amount of edges on the corresponding pieces of your garment. Each new redrawn mesh should correspond to imported Marvelous designer mesh.

Step 8. Transfer UV map from Marvelous Designer mesh to newly created mesh / topology.

Step 9. Combine newly created mesh into one object. Next combine original Marvelous Designer mesh into one object.

Step 10. Select Marvelous Designer mesh first and new mesh second. Open Transfer attribute settings box.

Step 11. Apply settings listed above to transfer UV sets; set Sample space to World since both meshes are on the top of each other. Click transfer button.

Step 12. Check if your UV set transfer was successful.

Step 13. You can hide (use layers) original Marvelous Designer 2D Arrangement mesh and import 3D Arrangement to the scene.

Step 14. Select newly created mesh object and separate all pieces.
Step 15. Next we will transfer new meshes to our shirt; 3D Arrangement.

Step 16. Select corresponding meshes; Marvelous Designer mesh first and new mesh second. Open Transfer attribute settings box.

Step 17. Apply settings listed above and click apply button; repeat process for each corresponding piece.

Step 18. Reverse selection for back pieces because front view is pointing in opposite direction from back view of the shirt.

Step 19. Select all pieces and delete the history.

Step 20. Select imported 3D Arrangement mesh and move to the side to check if all pieces have been transferred to proper position. Undo and unselect.

Step 21. Next select newly created mesh first and combine it. Then reselect imported 3D Arrangement mesh and combine it too.

Step 22. Check your meshes again; make sure that you combined proper meshes before you move on to the next step.

Step 23. Select imported 3D Arrangement mesh and turn on Live Surface constrain on. Next select newly created mesh and turn on Quad Drawn tool. Fix topology arrangement (edges) and close any gaps.

Step 24. Turn off Live Surface constrain and hide imported 3D Arrangement mesh.

Step 25. You may use different merge options to weld verticals and to close gaps in your mesh. You can use Edge constraint to preserve mesh structure.

Step 26. If you have hard time to see internal edges, reverse faces on your mesh and keep welding verticals.

Step 27. After you finish welding your mesh turn off Edge constraint and reverse faces.Step 28. Select edges and soften them.

Step 29. Fix UV layout and prepare mesh for painting. Check UV’s; make sure that there is no stretches.

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