![]() The results are really subtle, but I thought they would bake nicely. I used a variety of brushes here, but primarily the Folds and Drapery brush found on zBrushGuides. When you use ZBrush you’ll be empowered by the same tools employed by film studios, game developers, toy/collectible. Its features enable you to use customizable brushes to shape, texture, and paint virtual clay in a real-time environment that provides instant feedback. I then sculpted on a layer to exaggerate the large folds in the cloth. ZBrush sets the industry standard for digital sculpting and painting. I then used the zModeler brush to give this mesh some depth. ![]() To smooth out the sharp triangles, we can use the Smooth Directional brush from the Lightbox. This gives us a really high resolution, quadrangulated mesh, that looks identicle to our original triangulated Marvelous mesh. Then we can use zBrush’s Project tool to project the new quadrangulated mesh to match the original triangulated mesh. Then, in an attempt to recapture all the intricacies of the triangulated mesh, I subdivide the new zRemeshed mesh to amp up the geometry, and sit the two meshes on top of each other. This is obviously not very useful for sculpting, so I duplicated each subtool, ran a quick zRemesh on each to quadrangulate it. So I decided to attempt a process I saw in a ZBrush Summit talk by Guerrilla Games found here.īasically, I imported the triangulated single sided mesh. The option for exporting quads does exist, but it is a little bit unreliable. This turned out to be a bit more of a challenge than first expected for a whole host of reasons.įirstly, the mesh that Marvelous Designer creates is triangulated by default. After creating the shirt in Marvelous designer, I decided to bring it into ZBrush to exaggerate the folds and add some more detail.
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