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soup-sammich — Marvelous Designer Top Stitch To Daz Tutorial

#iray #tutorial #tutorials #daz3dstudio #marvelousdesigner #genesis3female #irayrender
Published: 2019-04-22 00:20:44 +0000 UTC; Views: 6414; Favourites: 40; Downloads: 80
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Description

This tutorial takes a couple liberties.  In it I assume that you are familiar enough with Marvelous Designer to import a custom Avatar, .mdd animation file, how to create a garment, how to set your UVs, and how to export .obj files from MD.  So, let's get started! 


1. Once you've got your fabulous creation, find the Top Stitch tool near the top right (pictured).  Click each line you want to see a stitch near.  The "stitched" line will turn from dark grey to purple.

2. Now that your lines have been selected, navigate to the "Top Stitch" tab, again, near the top right.  If you change the offset, the stitch will get closer/farther from the line.  Default (pictured) is a little large in my opinion.  I'd recommend something closer to 1.5mm-2mm.  Animate/drape to your hearts content!

3. Next is exporting and its settings.  SAVE NOW!  SAVE OFTEN!  Save your garment, save your project, save, save, save!  Ensure that you have everything you want to export checked, and then check "Unified UV Coordinates" and "Unified Texture."  Set your resolution as high as your PC will allow.  Initially I had this set to 4096.  It worked well for me earlier today, but no love with this one.  Lots of crashes.  Thank you MD devs for Autosaves!

4. Import your .obj and convert it to Iray.  You'll see a surface for each part of your cloth, a surface for each pipe you have, and ...wait for it... Materials for your stitching.  You have a separate material for stitching!  You can adjust it just like any other surface you have in Daz.  It can be a little tricky, and it is a pretty small detail that might get easily lost (especially without Normal maps for the stitch), but it's there. This is the first time I've ever seen two Materials tied to stitching, but I attribute that to multiple crashes/recoveries.


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Comments: 14

mooncraft3d [2020-03-26 14:59:25 +0000 UTC]

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soup-sammich In reply to mooncraft3d [2020-03-26 16:02:48 +0000 UTC]

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Nelmi3d [2019-07-14 00:42:48 +0000 UTC]

Thank you for the turtorial. When I apply dForce to the garment with the stitches, it explodes. Will Dforce work with the stitches?

👍: 0 ⏩: 1

soup-sammich In reply to Nelmi3d [2019-07-14 18:06:29 +0000 UTC]

After some testing, I haven't had an explosion, but I have been waiting for about 1 hour for dforce to calculate all of the "springs" necessary for the stitching material to drape.  I have yet to see it close to finishing this process and have seen up to 200K+ springs added, so an explosion seems likely...  It looks like the stitching material has to be included in the dforce simulation as a separate dforce instance.  Which looks like at least one "spring" for each individual stitch.  I'm thinking that the solution for this is going to be a photo-manipulation program.  Export one version from MD with stitching (to get the texture) and one without.  Use the photo-manip program to add the stitching textures to your UV.  Unfortunately, you won't be able to change stitching colors on the fly anymore, but you'll have a draping cloth!

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Nelmi3d In reply to soup-sammich [2019-07-14 22:44:13 +0000 UTC]

Thank you for responding and for testing I have reached the same conclusion. Each stitch adds geometery which makes it complicated. Is it possibe to combine 2 obj's into one (without processing each individual stitch)? Just a thought..I am not sure how to do it and if it will work.Thanks again.

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soup-sammich In reply to Nelmi3d [2019-07-27 01:30:45 +0000 UTC]

Sorry for the late reply.  I’ve been thinking on this while working on other things.  I know how I could do it with Marvelos Designer, Substance Painter, and Photoshop.  I’m trying to come up with a more simple way just involving MD and a photo editor.  The problem with my current solution is that we would lose the ability to change what color (and everything else) the threads could be, since it would result in just a static texture.

I’m sure most people would be happy with just having threads on a texture, but I like to try to allow for as much customization as possible...

If you’ve got Substance (or another program that can texture 3D models based on texture domains) you can try importing the cloth file with the stitching, doing the texture creation, and then apply the results to an export of the same cloth model with the same UV layout (sans stitching domains) and it should work in dforce. There just won’t be any way to change thread color without changing the entire texture...

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Nelmi3d In reply to soup-sammich [2019-07-28 22:28:12 +0000 UTC]

Hello, thank you very much for keeping this post in mind. I am new to 3dmodeling (texturing, no problem). I do not have substance but do have Photoshop. I totally agree with you. The stitching in MD is so easy to apply and does look professional Thinking about it I do have Blender. Not that I use it..lol. I guess I could try it inside Blender or Blacksmith3D. I have not used the latter in many years.

I will keep you posted. Thank you so much for helping!

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soup-sammich In reply to Nelmi3d [2019-08-10 18:01:34 +0000 UTC]

You are quite welcome!  I look forward to hearing how you solve this puzzle!

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SilentLadyGTA [2019-04-22 09:05:46 +0000 UTC]

Thank you !! very interesting !!!!!!!!

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soup-sammich In reply to SilentLadyGTA [2019-04-22 11:42:42 +0000 UTC]

You’re welcome! And thank you!

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Renderfem [2019-04-22 06:15:31 +0000 UTC]

Ah handy. Was trying to improvise to do a similar thing (and failing).

👍: 0 ⏩: 1

soup-sammich In reply to Renderfem [2019-04-22 11:43:56 +0000 UTC]

Me too, until yesterday... I didn’t think to try, but this might work for the button hole textures as well...

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Aping-Pixels [2019-04-22 04:39:28 +0000 UTC]

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soup-sammich In reply to Aping-Pixels [2019-04-22 11:44:21 +0000 UTC]

Thanks, and you’re welcome!

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