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Alright, let's make a retopologized mesh
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in Marvelous Designer.
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I will show you two options
to create a low poly mesh in Marvelous.
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The first is an automated
remesh operation.
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And the second is manual retopology.
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Although "manual" always
sounds like the more inconvenient option,
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you will see that it is actually
a more efficient and clean approach.
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So here's our high poly mesh,
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and we need to create a low poly
clean topology on top of that mesh.
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Let's open up our Marvelous project.
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Before doing anything to our clothes,
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I want to make another version
of the project file,
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so I don't lose the original mesh
in the process.
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We can now select all patterns
and remesh them.
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This will change the triangulated mesh
into a quadrengulated one.
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The resolution of the new mesh
or the number of polygons
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will depend on the particle distance
that we used for the cloth simulation.
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Since we want to actually
reduce the poly count and not just convert
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triangles into quads,
let's set the particle distance to 10.
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Now we can click on "Remesh"
at the bottom of the Properties panel,
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and boom! We have a nice looking mesh with quads.
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Let's export it and have a closer
look at the topology in Blender.
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At a first glance,
the mesh looks quite okay,
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but if you look closely,
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especially at the seams,
the topology is not really clean.
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And this can create problems.
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For example, you can't select edge loops
because the edge flow is broken at the seams.
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And if you apply a solidify modifier,
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there will be some ugly artifacts.
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But you could take this
as a starting point
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and then begin
to clean it up in Blender,
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by deleting edges, merging vertices,
and so on.
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There is also a function in Marvelous
Designer called "Remeshing to Retopology",
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which will create a retopologized version
of the new quadrangulated mesh.
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Now you can also do the cleanup here
before exporting the mesh to Blender.
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But in my experience,
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cleaning up such a mesh takes more time
than doing it right from the beginning.
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So although remeshing can be useful in some cases,
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it is a rather inefficient solution,
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if you want to create clean topology.
A better and faster way is to use the retopology tool.
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If you click on the retopology icon
in the 2D pattern window,
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you get three options: "Edit Topology",
which is the tool to move or delete
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vertices and edges
after you've created a new topology.
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Then we have "Create Topology"
and "Patch Topology".
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With "Create" you can manually place
vertices and create faces one by one.
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With "Patch" you can quickly
make whole patches of topology.
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Let's do this.
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For each edge, you can select
the number of subdivisions before clicking,
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but you can also change
the number of subdivisions for each edge afterwards.
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Ctrl-click on the edge and
change the subdivisions to your liking.
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Then click "Create" to convert the patch
to topology
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The marvelous thing in Marvelous Designer
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is that it automatically gives you indications
on the optimal placement of vertices
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on all parts that are sewn together.
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For example, the pants are made up
of four pieces, right?
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If the front and back piece
have the same number of vertices
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along the sewing line,
we get clean edge loops around the leg.
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If the number of vertices is different,
we will get bad topology.
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So we would have to count the number
of border vertices on each cloth piece
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and create appropriate counterparts
on the neighboring pieces.
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Marvelous already does the job for you and creates so-called
ghost points on the opposite sewing lines.
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This is tremendously helpful.
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All we need to do now is to make sure
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that we follow those indicators
when creating topology on the next pieces.
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For cloth patterns
with a lot of curves and corners,
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we can go step by step.
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The patch topology tool only works
if the patch section is triangular or rectangular.
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So we can't create patches
with five or more angles.
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For cloth pieces that are linked,
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Marvelous will automatically create
a mirrored topology on the counterpart.
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And make sure all vertices
are touching the border,
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and pull them with the Edit Topology tool
if necessary.
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Otherwise there will be missing
ghost points, which might mislead you,
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when you work on the neighboring patterns.
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Pro-Tip: Use rather large polygons
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when working on retopology and increase
the subdivisions later when you are done.
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This will accelerate the process and help
you avoid mistakes like miscalculating
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the number of border vertices.
When you have finished all patterns,
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right-click and select "Add All Division"
which will subdivide the mesh.
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By the way, what we have here
is just a virtual topology,
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which you can only see
in the retopology mode.
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To actually create a new mesh, right-click
in the window and choose "Remesh All".
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Then move the new patterns to the side,
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so we can select them for export.
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Now we can import the OBJ in Blender
and merge the clothes at the seams.
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I'll use the "Select non-manifold"
and "Merge by distance" approach.
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You can increase the merge distance
to get more vertices to merge,
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but be careful and check your mesh.
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If you set the merge distance to high,
it might merge vertices,
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that are not supposed to be merged.
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Now we can add a solidify and subdivision
modifier to get some thickness.
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With our new clean quad-based topology,
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the modifiers work like a charm.
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If you have clipping issues, move
the mesh in edit mode,
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or use the inflate brush in sculpt mode.
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Let's fix the arm wraps, for example,
and then separate the cape
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from the clothes mesh and inflate
those areas slightly to avoid the clipping.
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Let's quickly compare the two objects.
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On the left is the model with
the automatic remeshing, and on the right
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our retopologized mesh.
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We have only about 5000 faces for
the whole outfit without the modifiers,
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and the remeshed model has about 33,000 faces.
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What I am not yet happy with
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is that we lost the more prominent folds
in the lower part of the pants.
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Yes, we will bake the folds
from the high poly model
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into the normal map,
but I want them to also be
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physically visible in the silhouette of the character.
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When you look at the mesh closer,
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you will see that the folds are not real,
so to speak.
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To increase the number of faces is quite easy.
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In Marvelous Designer,
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let's go back to the retopology tool.
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Here, you can right-click on any piece
and select "Add Division",
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which will divide every face into four.
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Just make sure that you do that
for all pieces that are sewn together.
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Let's create a new mesh from that
topology again,
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bring it into Blender and merge the seams.
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This looks a lot better now
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and we don't have a significant increase
in poly count either.
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So this is something
you will have to test on your own clothes.
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It's a decision on how high you are
willing to go on the poly count, vs.
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how well the new low poly mesh fits
the high poly one.
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I'm quite happy
with this version of the low poly model.
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Let's rename it
and move it into a new collection.
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Then I'll duplicate all the props
and accessories that we modeled as well
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and move them into this collection.
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At this point, I just want to check
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if we need to create low poly
versions of any of the items.
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For things like the medallion, bracelet
or other minor details,
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I will just use the Decimate modifier
and not bother to do any retopo.
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This will do just fine.
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The helmet has a quite dense topology.
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However, this item will be a static mesh
in Unreal Engine and we can use
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Nanite for static meshes.
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So no need to create a low poly
version either.
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All in all, the complete outfit has
about 140K faces
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or 270K tris, which is totally within
the acceptable range for a mid-poly clothes asset
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for our MetaHuman.
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So this is basically it.
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One final issue
worth mentioning is the UVs.
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We have created a UV layout
for the clothes before.
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However, after retopology, the new mesh
is back to the original 2D layout,
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and we will need to arrange the cloth
items into the UDIM tiles again.
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You could do that in Marvelous before
exporting the low-poly mesh to Blender.
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But since we have already done
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a lot of cleanup work and we'll have to
UV unwrap the modeled pieces anyway,
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we can just also do that
directly in Blender.
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But this is a topic for a bit later.
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Next, I would like to show you
how to do retopology in Blender,
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in case you don't use Marvelous
to create your clothes items at all.
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