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As an alternative to retopology
in Marvelous Designer,
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You can of course
use Blender to create your low-poly mesh.
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Depending on how you went about
to create your clothes items,
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This can be a matter of just a few seconds.
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For example, if you use the multiresolution modifier for sculpting details.
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Or we need to manually create a new topology,
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if you used Dyntopo or other destructive
modeling and sculpting techniques
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to arrive at your high poly mesh.
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The first case is kind of self-explanatory.
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Suppose you have followed the approach
of duplicating parts of the body
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and then adding modifiers
like the shrinkwrap, multires or solidify modifiers.
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With this approach, your original topology remains intact.
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Which means we can simply duplicate
the mesh.
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Let's name the original "lowpoly"
and the duplicate "highpoly".
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Before just deleting all modifiers
on the low-poly version,
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We need to be a bit careful.
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The two meshes (the low-poly and high-poly one)
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need to overlap to a very high degree
if we want to have clean bakes later.
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So if I just disable
the multires modifier here,
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the difference between the low and high poly vest
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is too great and this will not work at all.
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Let's reduce the multires subdivisions
step by step.
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It looks like one subdivision
does the job to keep
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the general shape of the vest,
while still getting rid of all the details.
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Now let's apply the multires.
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Same thing for the pants.
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Let's duplicate the mesh and rename it
and then drop the subdivision
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on the low-poly model to 1, and apply the modifier.
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And there you have it!
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A low poly and a high poly version of the outfit.
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Now, what about the second case,
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where you actually have a high resolution
mesh to begin with?
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Here we need to go through the standard retopology workflow
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that would apply to any sculpted object.
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Shift-right-click on the mesh
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where you would like to begin creating
polygons to position the cursor there.
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Create a plane and delete three vertices.
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Now select the one remaining vertex,
press Shift-S,
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and select "Selection to Cursor",
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and then activate snapping to face.
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Now you can begin creating your geometry.
Extrude the vertices,
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Join those two by pressing F,
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then create a face by selecting all four
and pressing F again.
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Also, if you go into X-ray mode,
it is easier to see your new mesh.
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You can also add a mirror modifier
if you have a symmetrical cloth item.
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Select the vest as the mirror object
and activate clipping.
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Now continue extruding along the neck
to create a first edge loop,
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and move the vertices to match
the high-poly geometry if necessary.
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You can also create
different unconnected patches
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and then join them together.
Sometimes this is easier than working your way down.
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You can also use primitives in combination
with the shrinkwrap modifier
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to create larger patches similar to what
we did with the belts in Chapter 5.3.
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If you have cloth pieces where you know
you will want to use different materials later,
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make sure your topology follows
the shape of the high poly mesh.
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If some vertices end up inside the clothes
instead of staying on the surface,
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just drop and apply a shrinkwrap modifier
to reposition all vertices on the surface of the mesh.
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When you are done with the main retopology pass,
add a subdivision
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and a shrinkwrap modifier again to increase
the resolution of your low poly model.
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You can apply the mirror modifier
at this point.
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Then make sure all border vertices align
nicely with the original.
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For the pants, I use cylinders again
to create the legs and waist part of the pants,
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and then join them together.
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Well that's it.
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We are done with retopology,
using only Blender's native functions.
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There are also a couple of add-ons
that make this process a lot easier,
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for example, Retopoflow, Speedretopo, or others.
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You're welcome to check them out
and incorporate them in your workflow.
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Also, I admit that these clothes
are rather simple
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in terms of design.
So the retopology process is easy.
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It can become more challenging
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if you have a complex clothes pattern
with lots of small pieces.
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But the general principles of retopology would apply in any case.
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I would suggest to practice with simpler shapes first
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and then increase the complexity
as you get more routine in the workflow.
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And one final remark on the poly count
of the low poly clothes:
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If it were a standalone model, we would be
free to choose any resolution we want.
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But in this case, we are creating a layer
basically on top of the metahuman body,
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which is expected to conform
to the deformations of the body.
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If we drop our resolution too low,
the clothes would
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obviously have too little geometry
to bend in the right way.
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So for better results
of our rigged and skinned clothes,
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the resolution should roughly match
the resolution of the body mesh.
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This brings us to the end of the
retopology step of the pipeline.
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Next, we will look into UV unwrapping,
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and how to set up your meshes
and materials for texturing.
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