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After completing the basic dress design in Marvelous Designer, my next step is to export both the 2D and 3D arrangement layouts as OBJ files. I import the 2D UV layout into Zbrush to establish quad topology, then transfer it to Maya for further topology adjustments to ensure consistency in edge counts between adjacent areas. Utilizing the transfer attribute function, I apply the quad topology to the 3D models. After smoothing and baking the original high-resolution mesh onto the low-poly version, I address any discrepancies in UV shell density by rearranging and copying UV tiles, particularly when dealing with Marvelous Designer's varied shell densities.
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Houdini Grooming Articles:
From Hick to Hipster - Hip Hairstyles with RenderMan for Houdini
Crash Course In Houdini 19 Character Grooming
Advanced Grooming Tips and Houdini to Unreal Engine Tutorial