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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,966 --> 00:00:03,333 I have mentioned a couple of times in the previous chapters, 2 00:00:03,800 --> 00:00:06,633 that it is not always necessary to retopologize the clothes. 3 00:00:07,433 --> 00:00:10,600 So what is retopology and why should we bother at all? 4 00:00:12,300 --> 00:00:14,533 Retopology is about creating a clean, low poly mesh 5 00:00:15,066 --> 00:00:17,100 that approximates a high poly geometry. 6 00:00:18,633 --> 00:00:21,666 With new technology like Nanite in Unreal Engine 5, 7 00:00:21,666 --> 00:00:24,300 this step might become obsolete at one point. 8 00:00:24,300 --> 00:00:26,966 For now, Nanite only supports static meshes. 9 00:00:27,466 --> 00:00:30,866 So for skeletal meshes we still need to pay attention to the poly count. 10 00:00:32,233 --> 00:00:35,700 So, optimization is one obvious reason to retopologize our clothes. 11 00:00:37,233 --> 00:00:40,433 But there are a couple of other maybe not so obvious advantages 12 00:00:40,433 --> 00:00:42,633 of creating a clean mesh. 13 00:00:43,166 --> 00:00:45,800 First, it is a lot easier to work with a clean topology. 14 00:00:46,966 --> 00:00:50,600 Making adjustments to a triangulated mesh that comes out of Marvelous Designer 15 00:00:50,800 --> 00:00:51,833 can be a nightmare. 16 00:00:52,900 --> 00:00:56,333 With quads, you can easily work with edge loops, bevels, and so on. 17 00:00:57,566 --> 00:01:00,400 You have no loose or non-manifold vertices on your mesh, 18 00:01:00,966 --> 00:01:03,633 that could create holes in the mesh when you animate the character. 19 00:01:05,233 --> 00:01:08,333 Second, certain modifiers like solidify and subdivision 20 00:01:08,600 --> 00:01:10,600 produce much cleaner and better results. 21 00:01:11,066 --> 00:01:13,633 The subdivision operation actually requires quads 22 00:01:13,633 --> 00:01:17,533 for its mathematical operations and does not work well on triangles at all. 23 00:01:18,466 --> 00:01:21,566 Third, UV unwrapping is much easier and more flexible. 24 00:01:21,600 --> 00:01:24,800 You can quickly define your seams and optimize the UV layout. 25 00:01:26,000 --> 00:01:29,300 And lastly, you usually get cleaner bakes in Substance Painter, 26 00:01:29,800 --> 00:01:33,166 and can quickly make adjustments to avoid artifacts in the baking process. 27 00:01:34,533 --> 00:01:35,266 Well, okay... 28 00:01:35,266 --> 00:01:37,500 So what speaks against retopology then? 29 00:01:37,500 --> 00:01:41,933 Well, for one, retopology is sometimes tedious 30 00:01:42,033 --> 00:01:45,800 and really time consuming. It's a process that not everybody enjoys. 31 00:01:47,600 --> 00:01:49,033 Second, in many cases, 32 00:01:49,033 --> 00:01:52,033 it doesn't necessarily give better results in terms of deformation. 33 00:01:53,600 --> 00:01:57,433 Third, you will lose the UV layout that you created in Marvelous Designer. 34 00:01:57,933 --> 00:02:00,533 So, if you apply materials and textures in Marvelous, 35 00:02:00,533 --> 00:02:04,300 and want to use the texture maps that you exported along with the OBJ file, 36 00:02:05,000 --> 00:02:08,833 you cannot (without a great amount of effort) recreate the UV layout 37 00:02:08,833 --> 00:02:11,066 to match the original one. 38 00:02:11,100 --> 00:02:15,233 And of course, if you are using the alembic workflow for simulated cloth animation, 39 00:02:15,233 --> 00:02:17,133 retopology doesn't even make sense. 40 00:02:19,033 --> 00:02:21,966 So those are the pros and cons for doing retopology. 41 00:02:23,033 --> 00:02:25,366 As for the point that the process is tedious and long, 42 00:02:26,100 --> 00:02:28,266 the tools have really improved in recent years. 43 00:02:28,700 --> 00:02:32,400 ZBrush, 3D Coat and other tools even offer automatic remeshing 44 00:02:32,400 --> 00:02:33,333 with quite good results. 45 00:02:34,600 --> 00:02:37,933 Marvelous Designer has some options as well to make the process fast and enjoyable. 46 00:02:40,166 --> 00:02:42,800 I usually prefer to retopologize my models. 47 00:02:43,200 --> 00:02:45,700 I think it's a time investment that pays off in the end, 48 00:02:46,066 --> 00:02:49,300 especially if you create characters for a game engine like we do here. 49 00:02:51,766 --> 00:02:56,933 In the next chapter, we will create a low poly version of our clothes using Marvelous Designer. 4634

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