Export avatar(.fbx) from MD into Blender is irregular

Hi all,

once i exported the avatar(.fbx) from Marvelous Designer and imported into blender why there is so much difference in texture. While exporting from Marvelous Designer ensured all avatar height settings are default(mm). some better sol to make transition smooth ?

Thanks
vij

Every 3D app has a slighty different opinion of how materials do work… :wink:
Also every app does export their materials a little different to anu interchange format which again is slighty different imported and converted to the actual apps materials…

And sometimes normal get flipped, added as custom normals or autosmoothed (or not) or faces are double sided or backface culled…

…
It’s like translating into another language… word by word… isn’t enough… you need context and even cultural knowledge…

So you are expected to know what you want and over all usage of different applications have to set the things “accordingly” so that the end has the wanted outcome…

( Not the answer you want to hear… i know… but you have to look at the material of the eye (missing texture?), hair (wrong transparent values/settings?), normal settings of the coat…)

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@Okidoki u r right…

i tried by manually placing the textures(.sbsar) using substance 3D option but still am not able to get exact look & feel like in Marvelous Designer tool.

Finally the output am looking to convert into .glb file and run from Babylonjs environment.

That’s the point… they are using different render engines with different mathematical formulars as the lighting models…

There are experts who fight about the best settings and also the different engines… and the arguments differ in diffferent areas games, archiviz, special light effects like caustics or full light spectrum render… and then also the different colorspaces…

So only the end product counts… the look in MD is just somekind of preview… finnaly MD was made to stich clothes in the first place…