Biker Style Jacket in Marvelous Designer | CJ | Skillshare

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Biker Style Jacket in Marvelous Designer

teacher avatar CJ, 3d Artist | Teacher

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      0:37

    • 2.

      Blocking out the Base

      41:23

    • 3.

      Adjusting & Fitting the Base on the Avatar

      47:18

    • 4.

      Detailing the Sleeves

      10:17

    • 5.

      Adding Second Layer with Layer Clone

      36:56

    • 6.

      Adding Pockets & Zipper Tape

      24:13

    • 7.

      Adding Shoulder Boards

      16:26

    • 8.

      Making the Belt 1

      39:40

    • 9.

      Making the Belt 2

      27:55

    • 10.

      Polishing Layer Clone Artefacts

      23:52

    • 11.

      Adding Stitches and Rivets

      22:13

    • 12.

      Exporting the Jacket to Zbrush

      10:20

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About This Class

Welcome

 To my course, Biker Style Jacket in Marvelous Designerasterclass in Marvelous Designer.

In this course, you'll learn to create a biker style jacket from start to finish in marvelous designer.… 

Basic software requirement for this course is 1.Marvelous designer 2. Pixologic Zbrush.

 

What is your benefit to choose this course ?

 First, you'll quickly make your own beautiful and dynamic clothes for 3d models -  for animation, films, games.

This course is for intermediate to advanced artist, who want to upgrade themselves.

Step by step you will learn from creating pattern for Biker jacket to export the 3d model from marvelous Designer to Pixologic Zbrush.

After completing this course you will be create Any kind of jacket you want in Marvelous Designer.

  

Things you learn here.......

I show you how to blockout the base.

Adjust the base....

Adding pockets and zipper…..

Add belt in the jacket …

You will learn how to polishing layer clone …..

Adding stitches etc.

You'll explore the different tools that can be utilized for cloth making.

Learn howto solve any garment simulation problems that arise.

You'll discover new skills and increase your changes for new opportunities in industry.

 

Students who is Ideal for this course

Fashion designers, 3d modeler, 3d artist, Marvelous Designer Users. 

Students who want to create stylish cloths for their 3d model also invited for this course.

Software required: Marvelous Designer., Pixologic Zbrush

 

Still thinking abut taking this course ?

Go ahead and click the enroll button, and can't wait to see you in this course.

Please leave your comment.

 

Good luck.

Cheers.

Meet Your Teacher

Teacher Profile Image

CJ

3d Artist | Teacher

Teacher

Hello, I'm CJ

I’m very passionate about 3d architecture visualization, modeling and texturing. Especially developing characters and props. I really enjoy how the 3D industry keeps redefining itself every year and to keep pushing the envelope.​

​Since the beginning of my studies in the field of illustration and 3D design at Arena Animation. I have had the chance to refine my artistic skills in many ways. Originally I started out my career as a 3d architecture visualizer but I have strong knowledge in 3D modeling , texturing.

I have worked for many educational Institution such as  Arena Animation, Mayabious Academy as a 3d Faculty.

Although I am working as an Artist, My passion for teaching, modelling, sculpting and texturing is still ALI... See full profile

Level: Advanced

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Transcripts

1. Introduction: Hi, welcome to my new force by Karsten jacket in marvelous designer. In this course, you will learn how to create a biker jacket from start to finish in marvelous designer, I show you how to block out database and add just the base adding OR gates and z-bar add bill in the jacket. Also, you will learn how to punishing the layer clone, adding stitches exedra. After that export, the jacket is y1. So what are you waiting for? X2 in the course? 2. Blocking out the Base: In this series of tutorial, we are going to have a look at how we can build this jacket from start to finish. I'll show you how to block out the base, use it as a foundation to add alarm. Secondly, I will also show you different methods on how to add secondary detail, such as pockets, bells, and shoulder bolts. We will go through the process of adding smaller details, such as swim lane reboots and stitches. Once we complete the jacket in marvelous designer, we'll look at how we could export the acid to ZBrush and prepare for sculpting. By the end of this tutorial, you will be able to construct garments of similar complexity. So in this very first lesson, we'll focusing blocking out the base for our jacket. Let's get straight to it and look at our reference material. That reference material on the left side here is going to be my giant Point 53 for the larger form and repulsions. It also going to guide me on how to diarrhea kit. We'll see it on the module and also how the build is hanging from the jacket. This group of pictures are called secondary shapes such as bedding, pockets and that type of cough. Once you have a good understanding of what you want to build, you can start looking for some pattern reference equals to use as a base. Here I made a simple Google search for our leather jacket showing patterns and found these images on Pinterest. That should be more than enough for what we need. So this is all my reference I'll be using for this jacket. Now. The ImageViewer, I mean, you had to manage my reference is called pure ref. If you are interested to go ahead and try out these as free. It's a brilliant little tool that might help you a lot. Let's see how we can start logging out our database. Posting I am going to do is to load our customers. Often. Makes sure your acid is in real-world scale and import as an OBJ. Choose Lord as our tar and set the scale to centimeter. Once you'd often is imported, you will get a chance to address that arrangement points. These blue points will later help you with you the initial positioning of the garment. I'm going to adjust the bounding volumes of the arms. Any unnecessary bounding volume by simply selecting them. Close the window and you cannot all the element points to this toggle button. Alright? Alright, d snow load our button reference. We're going to load it as a texture. So make a large rectangular shape. Adding a material, you can rename it if you want. Select the shape and I assign a new material under this public properties. Load your reference as a texture and scale it up with Edit Texture tool. Next, the window. Scale, it just moves to the often as possible and start placing the shape. Street lane. I'm going to do the other side. I have out of the way, as you can see. And the sleeves, the sleeve opening, snap, snap the first and last inner point of the baton. And trying to have a nice and continuous. Actually maybe undo that and try to address that manually. We can now delete. So before we continue with the swing lives organised a burden in the 2D windows. Snap to Grid and stamp to ensure that the bottom line, it easier to see one of the blue points and position as much as possible. We understand from our photo reference should not be any. Sleep should be in the front. And delete all junk. Just ignore that. For now. These are also shown in the 2D window. That helps us to see what needs to be connected. So did for us. Let's see what we get. Okay, everything is connected. I am gone a bit easier to see. Should work. Of some patterns. Shift C on your keyboard. We need to make sure that connecting ages of the buttons have a similar link to avoid unnecessary. Here is where it's most obvious on age is shorter than the other. And that creates these unnecessarily Lincoln's toggle visibility of the attire to better see that garment. And let us start from that side. As you can see, there is slight difference in land. One of the ways to match the line length would we do select both lines rightly then choose one of the major option. I'm gonna move it, match up the center. We can go ahead and snap the point of the pattern. Make sure that snap to grid. And do just smart guide. Good. Let's now look at the bottom of the jacket. I'm gonna hide this VCs to get them out of the way. And let's have a look at our reference. It would be nice to get the slight angle on the bottom of the jacket. It's just a fun pattern. First, make sure to select Internet line points to Much better. Now I need to make sure you can do that by adjusting the curvature. Making the light the shorter. Okay. And that's looking great. At just the jacket on that I'd say do. To save the time, I'm gonna go ahead and use it as a reference. Let's continue with the color. And let's see how we can start connecting. From the pattern reference. We know that it should be attached here. This shift to toggle the line Linda display and create the same segment tool. And I click on the line to edit the exact line land. We can now connect our foster segments. Next segment is 61.2. Just like before, Right-click on the line segment. As you did before. And give you some I'm going to try and kind of duty. Now. We need to add a line. We have created here. We make sure the endpoints are seeking on the age of a 160, snap off the jacket. And the same land to the other side. We can freeze the color techniques to make it easier to see the shape of the jacket. I will move it to a 107.7. And 97, pretty close to what we own the other p53 to move this point to get the link. In my case, it's 98.4 on the magneton here. And connect the ages. Similar data alone and see how it looks. This needs to go here. Shorter segment, admin and split the long line according to 7.8 here. The last piece here. Now you can see I'm going to scale by moving the bottom. You can also shrink. Some of this tension is created because the sleeve is currently interacting with the robot. But before I hit the button to add up beans here, to maintain some of the initial forms to the other side using symmetric pattern and move it to the other Section. All the pieces are finally did. Before we start adding complexity to our decade, we are going to spend some time and continue from the next lesson. 3. Adjusting & Fitting the Base on the Avatar: In this lesson, we are going to spin off. I'm going to start with Live from failing down, you can add some beans at the bottom of this leaf. I have so many dilution. You have some artifacts here. This is because we have added beans. All we need to do is to remove the beans similar dynasty area and add the pins and back. Again. You can add a group of pins of the sleeve to constrain the simulation. Let's make the ages of the sleeve. And some seem tapping. Tapping tool and click on the age. You want the gapping to be applied includes the weight of the tapping, visibility. And there we go. And then just played before I am going to add the age of the sleeves. Adding even more resolution to evaluate. I'm trapped here. Usability. I'm happy with the shape. Next looking much greater. Good idea to free slaves. To the other slips do dosimetry. All I need to do is to do good. The bottom curve. I'm gonna go ahead and will increase. Hi. Once you're happy, just like before. Dabbing on the corner. We're going to start adding some complexity. 4. Detailing the Sleeves: In this lesson, we're going to add some details to the leaves. I would like to make a small opening here. But before we jump into cutting, I would like to make sure that I am happy with the base of the sleep. So first thing I'm going to do is I'm going to click this link. And now that you have installed sleep in place. To make it nice and straight. I use Control C to copy and Control V to paste. And I click and choose Carter. We are only interested in this small piece to delete list of the pattern. Next, we're going to attach this little piece over here and a point to create the segment firstly and then snap it to the small piece. I'm going to move this bit out of the week so you can see what I'm trying to connect. This part and this part. See like what ages. Right-click and choose Merge. Now due to the patent or tradition that previously we will no longer be connected to the Internet lane and connect the edges. Let's have a look. Now to prevent it from feeling, I am going to add our opening. Something is not right here. I actually need to connect this age. It has to be this age and this age. Now you can see how the leg by deactivating the same. Finally, I'm going to add a row of faster than the age of the shoulder bags inside this loop will help us to get this sloping shoulders. Big chunk of the sleep. Are the new hard material. Make a slightly shorter Next to add up point on the bottom here. And simply hit Delete to the sleep. When the EDC want to hold it in place and hit simulate unreasonable dorsal pattern to simulate the shoulder interaction properly. I think I also want to get rid of those sharp corners here. Now, I'm gonna go ahead and copy these to the other side. Selection here. The full shooting at how we can move on. 5. Adding Second Layer with Layer Clone: In this lesson, we are going to have a look at how we can make our jacket double layer. We're going to use a function called layer clone. It will allow us to create a second layer of government on top of the existing one. I'm going to start off with adding simulating first, become the HUC12. Add a seam line, right-click and choose Offset as internal line. I'm going to go with a distance of five millimeter here instead. And the placement of the same length. Good. I tried. That didn't quite work. I'm gonna keep you. Now. The other thing I'm gonna do, I do first opposite. And I am going to snap. I get the box in memory. As you can see, that might take some time to fix that foster, I'm going to set up the sleeves, shoulder pads in desired order to 0 on right. Now we are all set to add another layer on top of our base. This point is to save the project and don't override it from now on. I'm placing this out is because the layer will complicate our carbon significantly and often can create unexpected problems. Also, if you have some point and you want to do some big structural changes, dragging a step back and going to single-use Garmin. Lot of time. On that layer. Select the whole thing. Accidentally lost to the selection. Select everything, right-click and choose layer clone over. Moving on from the first year. Now there is no need to have double-sided shoulder pads, so I just delete them. Let's also add a slightly softer material on our top layer. Maybe Cotton. And look, see what we get. There is a small problem. Media here is trying to get a 12. I'm going to put the whole database to force it to stay on top city to one and simulate. The corner is folding and we are seeing a higher layer will push the garment out according to the direction of the normal. We are seeing here is correct. If we started wondering why you didn't get more resolution, it feels like the top layer is slightly sticking to the bottom. We can add this, the thickness collision here that might help pushing the diamond rendering techniques to three also to get the same values. Let's also make the whole slightly larger to generate more folds. We can do that by increasing the coalition and 54 now to retention. Good. I'm going to add one color. At this point. Good idea. The normal here. These lines are still AD, slightly inhibited changes and do some slightly inherited. Now what I'm going to do is I'm going to literally just one frame. In order to work properly, we need to allow both legs to interact with each other. We have manually add distinct, maybe add a hard line. We're keeping a soft on top. I think it's still a slightly inherited this unfreeze the bottom back again and see at the top layers coalition and entered into the mix to one, just like we did with the bottom layer. I'm gonna decrease that shrinkage, waved and walk also. It might be. All right, let's do a small taste of how the final result would look like. Say to a particle distance closer to final. I'm gonna change the material and specular to make it look closer to leader and hit simulate. See the same material to the inner jacket. We're in mind that is just review simulation. As you can see the SDK to each other sticking too much and I am seeing a lot of unexpected noise from the bottom layer. Let's see how we can fix that. Set M equal collision thickness to the whole jacket, increase it to push away from each other. If like in my case, it didn't help block the influence of the copier and allow the bottom layer to simulate by itself. To do that, select the whole top layer and be activated. The top layer, right-click and choose, deactivate, swing. The whole top layer again. And you can now see the bottom layer by itself. I will save my material to litter and run our simulation just to even out some of that nice. Once you are happy. And I deactivate your top layer, bad. The bottom before. And then we are stickiness and then minus 1. Now, I'm gonna switch to double-sided view and say that in emptiness 21 is just a preview environmental designer view port. We are going to be exporting it as a single-sided mesh. So if you want to see how that will look like, you can see the indenting tyrannous to 0. Last thing I would like to do is just to see how the jacket. And we might even think it's a good point to finish this lesson now and see you next lesson. 6. Adding Pockets & Zipper Tape: In this lesson, we're going to add some pockets and zipper tape to the top layer of our jacket. I'm going to start off with decreasing the resolution of the top layer so we don't slow down the simulation. I'm going to freeze most of the jacket. Only active parts will be two parts I will be working on. We have already added in the beginning is already helping us identify the position of topography. Making new rectangular shape that will represent our pocket. Eyeballing the shape, we can press Shift Z on our keyboard to see the exact length of the line. Right-click on the canvas and enter the width and the height of our pocket. Decimal. I'm going to go read a 125 for the height and the width. Delete the first chunk of material with a different color. So it's easier to see. I click on the pattern and choose clone Internet. Use the plane as a shape and press this button to toggle the display of the internal lines. Top and bottom lines exactly in the middle. The state of the pattern to the state of the whole pattern closer to the whole. Freeze the jacket, and make sure that the pocket pattern and a jacket pattern are on the same layer. I'm going to reset to 0 here. Now I want this pattern to holding itself of the line to 0. Let's just quickly change the color of the material. Upbeat, hard to see on both sides. And faster than the top and the bottom on one side of the home did not work here for some reason. Let's delete it and try again. So we are interested in this edge and this edge here. For some reason it's hard to see dark lines here. Maybe the resolution is too low. Maybe it's inverted. Nothing changed. Let's just try and simulate and see what we get is now connected on the bottom. Since this base is a good idea to give them more resolution. So each simulate properly. Now please control C and control V is the top and bottom like we did before. To make sure that the pattern is probably for lead from the inside. We can go ahead and connect this line. Now to keep it nice and neat, I'm actually going to lose the pocket. Mice injected pattern and hit simulate to see if they had any problems. Sharding is incorrect here. Lives. And the pocket. Everything looks clean here to our bondage to the other side. And control the whole shape. I think it should be somewhere here. You can also copy. The other hand. I think I have deleted the wrong button here. Patents symmetrically. I can help you to identify what needs to be connected by simply clicking on the pattern and making that with a blue dot. In 2D and 3D window. There's a good idea to freeze. The other side is traveling. In the Middle Ages. This part here is this traveling to relax. Before make sure that the swim lane is played, reverse them if they are not. I'm going to add one color material. Seems like one is unfolding. Next. What do we want to debug this area? The fastest way to fix now, I'm going to deactivate one of the pieces. And I'm also going to remove link ADD, which was created when we meet. As you can see that we have a similar problem here. For us now, great. Let's save this project now and add some zipper tips. Equity finance, one side of the zipper tape should be along this edge. Along this line here. Does have feature that creates a zipper. In this particular, it'll be easier to add a zipper manually. But in mind that we are only going to cover how to add that. I recommended that you add the hard surface parts of the z-bar external application. So the first is the B2B needs to be positioned on this edge here. I'm going to start off with copying this fun pattern, just Control C and Control V. Remove these internal seam line and copied piece slightly in front of the jacket. And obviously it as an internet layer and color to make it stand. On the other side. Snap to grid. Lines to extract. According to the zipper line should not go all the way up. It stops here as gifts add another point here so we can delete that top. There we go. Into the jacket and don't forget to add just the endpoints of the Internet lines too. Keep it nice and neat. Resolution. If see what we got. Next. Look pretty good. Let's save this project now and continue to our next lesson where we can learn to look at how we can add some on shoulder boards. 7. Adding Shoulder Boards: In this lesson, we are going to look at how we can add some shoulder boards in this area. We're going to start off with freezing this entire jacket and making a rectangular shape that roughly represent the exact size doesn't matter at the moment. Just eyeball a proportion and on top of the shoulder gives you a 100 units and four units for the week. When it comes to either do the sleeve. Now, as you can see, this piece on both front and back jacket pattern. So we need to create to sewing segment, simply create a split in the middle. So now we have got a segment of our Duan De going on. And now we can add as these gifts, cutting edges. Make sure the same lines are straight and start falling 12 the jacket, this is because of the layer settings, have shoulder boards are needs to be based off the jacket. And simulate again. By adding the line with a full length. We want the line to be outwards. Let us know. I can extract this small part. Hi, connected. I do have these lines. Double-sided. To get more resolution. As a mentor. Let's get some more resolution. I want to add a hard metallic material and do a single frame simulation to slightly raise it up. I'm also going to do is hit the top layer on a layer hair than the bottom. Lips actually undo that and freeze the bottom. Before we simulate. Great, everything looks nice and clean. I'm going to make the top slightly larger to give some more folder. I think we need to remove the link. Here. Next actually includes the size of the shrinkage, waved and Robbins. Let's see what we have. The jacket starts looking more and more complex project and we're going to start constructing. Our belt, goes around a jacket. 8. Making the Belt 1: We're going to spend our next couple of lessons. Settings are built at the bottom of our jacket. Did start whittling down debits. We want our bill to go all around the jacket. And I'm going to do is I'm gonna construct that, built without the loops. I'm going to use some temporary position. I'm going to add loops, will get removed and build on that. And really fast in by them to the jacket. I'm going to start from the back and draw a rectangular shape that roughly represent doubled. Maybe we could meet linda, doesn't matter that much. Good. Ages here. Hi. Connect this to the side. The length of the side button is a 100 units. That's quite convenient. I click on the edge here and choose unfolded. Since the AGL got launched, we also move this lens here and connect it to the back again. Repeat the process of attaching the build and the site better. The other side. Live similar process before to farther and Testament. Now we are going to refine the edges of the lips. Start off from the left side here, the side. And we need to remove link editing. I'm going to create a small fold, create an internal line near extinct age, and add another Internet line with fold angle of 0 to 40. Bending at is the age of the first slide we made to create the folder and hit the simulated a 180. Give it a rigid material and some more resolution. Now according to this end here, I'm going to add a line near the end of the line. Live longer. We are pretty straightforward like to have. In my case, I might as well add a loop, 567 loops. Let's start from here. Determine the size of the loop. I'm going to go with the new routes to make it consistent with the weight of the pocket. We need at least 42 and some additional units for the seam allowance for both top and bottom. So we need a shape on the top. A new segment. And the right direction resolution. I want to make it slightly just make an existing line. Each other. Next. 9. Making the Belt 2: In this lesson, we are going to further refine details. Now we have the loop simplest. We can go ahead and remove the enter jacket. I'm gonna select this lambda1, simply delete them. Then I'll use the loops, loops behind you to double-sided to see how it looks. Is not connected anywhere. Cleared. Resolution. The bottom layer. Great. Now let's pick some of these artifacts. I'm going to freeze the side and focus on the other hand, concentrate on the DPR. Okay, we have our concrete area here. This is happening because the species are folding on themselves while having our differently or settings. I'm gonna make sure maybe the same material on the top and some more resolution. Not bad. Now, as you can see, there is a significant gap here in Santa hold. This is due to the large collision thickness, thickness to one and just decrease. The gap is gone. Not bad at all. I am going to say before we go to experiment with proportions and placement. If you also want to do that, I recommended on the base only construction. So feel free to skip it. Good. Now cylinder resolution. 10. Polishing Layer Clone Artefacts: In this lesson, we are going to find a jacket and finally, resolution all the problems that comes with debt and fix all the remaining artifacts. First, I am going to address the issue. Shoulder pads problem. No shoulder pads to see if they get fixed cost if you use a material tie deactivating the sleeve, and that should help you relaxing. Greetings. This is looking good. I started with hi. Now it's unfortunate, but sometimes enter legs that happen. Next two, we're going to fix the pockets. Topical garment this intersect into itself. That could be due to the lack of resolution or simply because that basis are quite small. Let's go all the way to three with a particle distance. Let's also increase that is collision thickness and now add some pressure to force the pieces to insulate. It seems a bit strange. Doesn't want to let go. I just aiming open lines of the jacket here. And I will actually go ahead and both top and bottom layers together, we need to make sure that all the new lines resolution, good. Yes. I would advise should be sufficient in my case. I do even know some of those smaller wrinkles and done everything except for the inner parts. Eliminate hard lines. Let's give it some more resolution. We're almost done. This line here. We're almost done. 11. Adding Stitches and Rivets: In this lesson, we are going to have a look at how we can add some stitches to our jacket. Let's start with number 10 here, and then click on the jacket to position the default pattern and change the shape is something closer. I'll go for this pattern here. Maybe. That should work. Q on your keyboard. Use the gizmo to adjust the orientation of the wing. Simply click on Move tool and you can also change the screen coordinates here. We can also delete that center line here. I'm going to do before I start with the SDGs. I am just on the corner. Here. I would like to take some time. Before we start adding the SDGs. Again, feel free to skip this. I'm making sure my leverage. I'm adding eliminating jobs done. I'm happy with this. Finally, start adding the stitches. Sdgs can be applied on any Internet line. Simply select the Free top stitch tool. And just like with the free swimming tool, click on the first here and the last point of the line. If you can see the stitches, this is probably because they are on the other side of the government. The inner corner pattern have clipped normal and change the face of front-to-back more visible. I'm adding this only on a small portion of the lane. Good. I'm going to fast forward and continuity. 12. Exporting the Jacket to Zbrush: In this final lesson, we are going to power. We can export our complex garment into ZBrush, then prepare them for final sculpting. Many ways to import loading into ZBrush and make it sculptor with it. Now, I will show you here is just one of the way to do it and it can be applied to the garment or similar complexity. So here we have our finished jacket. It's quite complex. It has a root N stitches at the jacket is still double-layered. Instead of exporting the whole thing at once, we're going to export three different one debt holder you are. Second that hold the jacket without delivered and stitches. Debt-holders teaches only. We're going to assemble all the parts together using the exploited or VGA subqueries. But before we start exporting the other couple of things we need to do. First, we are going to convert our geometry to quads. As you can see, our default diminishes triangulated. See it all the patterns in the property editor go all the way down to the miscellaneous stuff and switch may staple quad, that conversion away. And there we are. That garment is now quad. Next, we need to make sure the normals are facing the right direction. It gives me the material brighter to make the normal mode obvious. And I am going to select the whole shoulder pipes. Right-click the 3D view port. Flip normals. Same thing on the site of the folder modes. There we go. Now let's export out to, like we said before, we are going to export our file that holds reroutes. Find that holds a jacket and a file that hold the stitches. If start with first, go file, export OBJ, give it a name. In the pop-up menu, change the settings to multiple objects. Unified UV coordinates, and scaling. Disable all our graphics and hit Okay. Now I'm going to delete all the lipids and export the jacket only. Move button and hit Delete on your keyboard. And go file export OBJ. I'm going to call it export and desperate to underscore jacket. In the pop-up menu chain, the seedlings to multiple objects, unified UV coordinates and skill as the centimeters decibel. All after all, graphics and hit Okay. Last export these stitches. We need to change one thing here. Since we flipped our normal these stitches is now facing backwards and we don't see anything. See the AD stops teach 2s1 on the stage. Let n go to its material. Change the face to front. And now since the jacket is going to some techniques in ZBrush, we need to make sure that the state gets a slight offset to compensate for that weakness and stay on the top. To do that, we can set our rendering techniques to a similar techniques we're going to use in ZBrush. I'll try rendering thickness of two. Let's have a look. That's the amount I am gonna work on ZBrush also, as you can see, after we change that to a unit and stitches are defects. In my case and opposite value of point. Defects. Our last OBJ. Give it a name. In the pop-up menu, change the settings to single object. All patterns, and we only want to select all the graphics this time. Scale is intended reader, unified, coordinate, and heat. Okay? Now first thing I'm gonna do is I'm going to look at the whole delivery is also holding a jacket geometry that we need to get rid of. So I am going to first isolate hold Control and Shift and click one of the two isolated hold Control and Shift and click on it again to hide it. Hold Control and Shift and click on the list of that leverage. Once they are all hidden, visibility by holding Control and Shift and clicking and dragging the background. Now that I have that vivid isolated, I can simply go over here to the geometry tab and click dilute urine to get rid of the jacket geometry. Next, we want to give us some thickness to our jacket sub tool and go to the geometry tab and change that eagerness to about 0.004. Sit polish to 0. Regroup loops and hit dependent loops button. We now have our weakness. And since we have currently group loops on that thickness geometry here in the middle has been grouped to its volume. So now we can go ahead subdivided and use any of the two further refine our jacket. I would typically go ahead and click the jacket to help revealing some of that coating geometry that got hidden. Maybe you some insight brushes to add. This brings us to the end. Thank you.