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These are the user uploaded subtitles that are being translated: 1 00:00:01,000 --> 00:00:03,766 As an alternative to retopology in Marvelous Designer, 2 00:00:03,933 --> 00:00:06,633 You can of course use Blender to create your low-poly mesh. 3 00:00:08,566 --> 00:00:11,400 Depending on how you went about to create your clothes items, 4 00:00:11,566 --> 00:00:14,466 This can be a matter of just a few seconds. 5 00:00:14,466 --> 00:00:18,100 For example, if you use the multiresolution modifier for sculpting details. 6 00:00:19,233 --> 00:00:21,800 Or we need to manually create a new topology, 7 00:00:21,833 --> 00:00:25,433 if you used Dyntopo or other destructive modeling and sculpting techniques 8 00:00:25,866 --> 00:00:28,366 to arrive at your high poly mesh. 9 00:00:28,366 --> 00:00:30,666 The first case is kind of self-explanatory. 10 00:00:31,466 --> 00:00:34,400 Suppose you have followed the approach of duplicating parts of the body 11 00:00:34,400 --> 00:00:38,700 and then adding modifiers like the shrinkwrap, multires or solidify modifiers. 12 00:00:39,900 --> 00:00:42,666 With this approach, your original topology remains intact. 13 00:00:43,366 --> 00:00:46,066 Which means we can simply duplicate the mesh. 14 00:00:46,066 --> 00:00:49,066 Let's name the original "lowpoly" and the duplicate "highpoly". 15 00:00:50,033 --> 00:00:52,700 Before just deleting all modifiers on the low-poly version, 16 00:00:53,133 --> 00:00:55,533 We need to be a bit careful. 17 00:00:55,533 --> 00:00:57,566 The two meshes (the low-poly and high-poly one) 18 00:00:57,566 --> 00:01:01,633 need to overlap to a very high degree if we want to have clean bakes later. 19 00:01:02,733 --> 00:01:05,366 So if I just disable the multires modifier here, 20 00:01:05,833 --> 00:01:08,166 the difference between the low and high poly vest 21 00:01:08,166 --> 00:01:09,933 is too great and this will not work at all. 22 00:01:10,666 --> 00:01:13,566 Let's reduce the multires subdivisions step by step. 23 00:01:17,666 --> 00:01:20,266 It looks like one subdivision does the job to keep 24 00:01:20,266 --> 00:01:24,066 the general shape of the vest, while still getting rid of all the details. 25 00:01:25,233 --> 00:01:28,500 Now let's apply the multires. 26 00:01:28,866 --> 00:01:30,400 Same thing for the pants. 27 00:01:30,400 --> 00:01:33,733 Let's duplicate the mesh and rename it and then drop the subdivision 28 00:01:33,733 --> 00:01:36,733 on the low-poly model to 1, and apply the modifier. 29 00:01:40,833 --> 00:01:41,966 And there you have it! 30 00:01:41,966 --> 00:01:44,466 A low poly and a high poly version of the outfit. 31 00:01:50,066 --> 00:01:51,700 Now, what about the second case, 32 00:01:51,700 --> 00:01:54,400 where you actually have a high resolution mesh to begin with? 33 00:01:55,466 --> 00:01:57,933 Here we need to go through the standard retopology workflow 34 00:01:57,933 --> 00:01:59,933 that would apply to any sculpted object. 35 00:02:01,266 --> 00:02:02,800 Shift-right-click on the mesh 36 00:02:02,800 --> 00:02:06,033 where you would like to begin creating polygons to position the cursor there. 37 00:02:07,500 --> 00:02:09,766 Create a plane and delete three vertices. 38 00:02:10,833 --> 00:02:14,200 Now select the one remaining vertex, press Shift-S, 39 00:02:14,200 --> 00:02:16,666 and select "Selection to Cursor", 40 00:02:16,666 --> 00:02:18,933 and then activate snapping to face. 41 00:02:18,933 --> 00:02:22,433 Now you can begin creating your geometry. Extrude the vertices, 42 00:02:23,100 --> 00:02:24,833 Join those two by pressing F, 43 00:02:24,833 --> 00:02:27,700 then create a face by selecting all four and pressing F again. 44 00:02:29,233 --> 00:02:32,700 Also, if you go into X-ray mode, it is easier to see your new mesh. 45 00:02:33,900 --> 00:02:37,400 You can also add a mirror modifier if you have a symmetrical cloth item. 46 00:02:38,066 --> 00:02:40,933 Select the vest as the mirror object and activate clipping. 47 00:02:42,433 --> 00:02:45,600 Now continue extruding along the neck to create a first edge loop, 48 00:02:45,833 --> 00:02:49,133 and move the vertices to match the high-poly geometry if necessary. 49 00:02:56,133 --> 00:02:58,833 You can also create different unconnected patches 50 00:02:58,833 --> 00:03:03,966 and then join them together. Sometimes this is easier than working your way down. 51 00:03:12,600 --> 00:03:15,833 You can also use primitives in combination with the shrinkwrap modifier 52 00:03:16,200 --> 00:03:20,266 to create larger patches similar to what we did with the belts in Chapter 5.3. 53 00:03:21,933 --> 00:03:25,900 If you have cloth pieces where you know you will want to use different materials later, 54 00:03:26,366 --> 00:03:29,766 make sure your topology follows the shape of the high poly mesh. 55 00:03:35,666 --> 00:03:39,500 If some vertices end up inside the clothes instead of staying on the surface, 56 00:03:40,133 --> 00:03:44,800 just drop and apply a shrinkwrap modifier to reposition all vertices on the surface of the mesh. 57 00:03:47,166 --> 00:03:50,566 When you are done with the main retopology pass, add a subdivision 58 00:03:50,566 --> 00:03:54,800 and a shrinkwrap modifier again to increase the resolution of your low poly model. 59 00:03:56,633 --> 00:03:58,800 You can apply the mirror modifier at this point. 60 00:03:59,500 --> 00:04:02,933 Then make sure all border vertices align nicely with the original. 61 00:04:07,266 --> 00:04:11,833 For the pants, I use cylinders again to create the legs and waist part of the pants, 62 00:04:12,300 --> 00:04:14,633 and then join them together. 63 00:04:29,433 --> 00:04:30,766 Well that's it. 64 00:04:30,766 --> 00:04:34,366 We are done with retopology, using only Blender's native functions. 65 00:04:35,600 --> 00:04:39,333 There are also a couple of add-ons that make this process a lot easier, 66 00:04:39,333 --> 00:04:42,333 for example, Retopoflow, Speedretopo, or others. 67 00:04:43,066 --> 00:04:46,066 You're welcome to check them out and incorporate them in your workflow. 68 00:04:47,766 --> 00:04:50,733 Also, I admit that these clothes are rather simple 69 00:04:50,733 --> 00:04:54,100 in terms of design. So the retopology process is easy. 70 00:04:55,000 --> 00:04:56,466 It can become more challenging 71 00:04:56,466 --> 00:04:59,633 if you have a complex clothes pattern with lots of small pieces. 72 00:05:00,533 --> 00:05:04,066 But the general principles of retopology would apply in any case. 73 00:05:06,900 --> 00:05:09,500 I would suggest to practice with simpler shapes first 74 00:05:10,000 --> 00:05:13,300 and then increase the complexity as you get more routine in the workflow. 75 00:05:14,933 --> 00:05:18,766 And one final remark on the poly count of the low poly clothes: 76 00:05:19,900 --> 00:05:23,966 If it were a standalone model, we would be free to choose any resolution we want. 77 00:05:24,933 --> 00:05:29,800 But in this case, we are creating a layer basically on top of the metahuman body, 78 00:05:29,900 --> 00:05:32,833 which is expected to conform to the deformations of the body. 79 00:05:34,066 --> 00:05:37,333 If we drop our resolution too low, the clothes would 80 00:05:37,333 --> 00:05:40,333 obviously have too little geometry to bend in the right way. 81 00:05:42,200 --> 00:05:44,866 So for better results of our rigged and skinned clothes, 82 00:05:45,133 --> 00:05:48,600 the resolution should roughly match the resolution of the body mesh. 83 00:05:49,933 --> 00:05:52,833 This brings us to the end of the retopology step of the pipeline. 84 00:05:54,166 --> 00:05:56,100 Next, we will look into UV unwrapping, 85 00:05:56,100 --> 00:05:59,400 and how to set up your meshes and materials for texturing. 8203

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