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Marvelous Designer to Zbrush Workflow / Clean topology with Subdivision(Maya Required)The goal is to create a displacement and normal map for the new detailed piece but with the original UV that was created in Marvelous Designer. You can pack UV's very easily in Marvelous Designer itself before going to Zbrush via the UV Editor page. This does not take very long and. This is a workflow for converting marvelous designer meshes into sculptable quad meshes in zbrush. Its meant to be fast and dirty, while preserving thickness.
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