![]() ![]() I didn't realize at first that you could have single lines instead of closed shapes for Internal Shapes, so there's some janky stuff going on here, but here's what the pattern looks like:Īs far as settings go, I haven't used anything weird or new. Swizzle, that is a marvellous turnout! I don't suppose you'd mind sharing the pattern made to create that, or the values you used to make it less "bouncy"? Even if I have the perfect pattern laid out, it'll always return to a bouncy, almost frock-like look around a majority of the model. I had no idea it was that used, I always thought it was that weird experimental software that only Hideo Kojima wanted to use. I guess it is more useful to learn how to make folds like Michael Knowland, but after watching some tutorials, it would not take that long to know how to use MD, and all the big studios are using it apparently. Ha, what are you looking into making?ĭamn, thank you for all the info. But between ZBrush and Maya there are plenty of ways to do this.Īs for studios, officially Konami, EA, Capcom, Naughty Dog, Ubisoft, Microsoft. The biggest downside is that currently MD does not export quads, so you have to go through a few hoops to get the mesh workable once out of MD itself. There are some answers you will get there that other forums like Polycount don't seem to have, and users such as Rosemaryr are really pushing the program to its limits. Download some of the free patterns here and look at how they drew the patterns and how similar the measurements are between elements (length of the lines that will be stitched together should be the same or damn close).Īlso the MD forums themselves are a very useful resource. Yes, you can just draw quick shapes and get them onto your character, but the more accurate you draw your patterns, the better your results will be.Īs for workflow, what specifically are you looking into making? A simple shirt is always a good place to start, even if you are an environment artist. What is key is understanding how actual clothing patterns work. I can direct you to some of the ones that helped me if you like. The learning curve isn't too bad, and there are enough tutorials out there to get you started. I personally love the software and have found it immensely helpful in dealing with any type of cloth for both character and environment work. ![]() If you are a character artist, it would be silly to not at least look into it and give it a go. ![]() Marvelous is definitely becoming more popular throughout studios, and is becoming more of a go to solution for cloth simulation. ![]()
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