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Ths sculpted-cloth killer app?

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MagicSugar polycounter lvl 10
overview8.gifoverview13.gif

Not meant for game art use, but it's interesting tech that could be adapted for such. I wish for a cloth sim that recognizes overlapping geo so for example hard armor on cloth with folds and creases that reflect that.

$99 for non commercial, otherwise $699.
Marvelous Designer can import any COLLADA and OBJ files from most of 3D modeling tools such as 3DS Max, Maya, SoftImage, Poser, Daz Studio, Vue and Modo. And avatar and cloth files can be exported in OBJ format.
http://www.marvelousdesigner.com/Marvelous/Default.aspx

http://vimeo.com/16160128

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  • 00Zero
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    nerd bonerrrrrr
  • maze
  • Bigjohn
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    Bigjohn polycounter lvl 11
    If it can export a highpoly, I can see it being very useful for baking purposes.
  • Muzzoid
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    Muzzoid polycounter lvl 10
  • thomasp
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    thomasp hero character
    looks like the kind of cloth sim that ships with current 3d apps to me but with a simplified interface? techniques like that are used in the movies, yes?

    the catch with this approach would be that you'd have to create and sew the clothes like physical ones and know your simulation (and it's limitations) a fair bit. that is a specialist role in movie studios (just like hair/fur grooming) AFAIK. ;)

    IMO the current process is very slow already for creating high-spec game work.
    i could see it making sense if we'd be able to have live cloth sim ingame however. looks like it might be just a few years of hardware and tool development away still before you have to take tailoring classes.
  • moof
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    moof polycounter lvl 7
    the future is looking.... niceee
  • CrazyMatt
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    I see awesome all over the gif's but then again, I haven't taken the time to read it if it still is to be considered "awesome". :)
  • Slum
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    Slum polycounter lvl 18
    You can do this in 3ds max right now.
  • Muzzoid
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    Muzzoid polycounter lvl 10
    Slum, not to this level you cant... Ive messed with it and its not that good. Especially if you want to edit your pieces of cloth.
  • Ferg
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    Ferg polycounter lvl 17
    cheating... CHEATING
  • Saman
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    Saman polycounter lvl 13
    Slum wrote: »
    You can do this in 3ds max right now.
    Yup, a lot of cloth plugins provide similar quality and they've been around for years.
    http://www.syflex.biz/
  • Kewop Decam
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    Kewop Decam polycounter lvl 9
    Are there cloth sims that don't pretend like all cloth is soft cotton?
  • MagicSugar
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    MagicSugar polycounter lvl 10
  • trancerobot
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    trancerobot polycounter lvl 7
    Slum wrote: »
    You can do this in 3ds max right now.

    Yep.
    Ferg wrote: »
    cheating... CHEATING

    ROFL
  • Swizzle
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    Swizzle polycounter lvl 15
    Ferg wrote: »
    cheating... CHEATING

    It's only cheating if you get caught!
  • MagicSugar
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    MagicSugar polycounter lvl 10
    Swizzle wrote: »
    It's only cheating if you get caught!

    I just see it as a possible time saving tool like uv master, mocap, photo sourced textures, 3d painting.

    Nobody pays extra for being a process purist anyway.

    [image rendered in Octane]

    downloadtr.png
  • Will Faucher
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    Will Faucher polycounter lvl 12
    Man... someday someone will make a plugin that procedurally generates an entire AAA game.

    1. Have a few sliders choosing which genre you want (Sci-fi, Fantasy, Post-Apocalyptic, etc).

    2. Press Generate button.

    3. Profit.


    I just feel like there are more and more things these days, that make things that used to seen as impressive, only make that talent obsolete. Sort of. Of course, such is the way of things, and we need to step up our game with the advances of technology. But still, I'll miss the old days! (Ok, I admit, I'll take quad modelling over NURBS anyday)
  • fearian
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    fearian greentooth
    MagicSugar wrote: »

    Haha, I have that exact hoodie.
    eKwugs.jpg
  • Neox
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    Neox godlike master sticky
    Prophecies wrote: »
    I just feel like there are more and more things these days, that make things that used to seen as impressive, only make that talent obsolete. Sort of. Of course, such is the way of things, and we need to step up our game with the advances of technology. But still, I'll miss the old days! (Ok, I admit, I'll take quad modelling over NURBS anyday)


    profit from it yourself, if everyone in history of mankind would have thought this way we would still be sitting in caves, hoping for a lightning making some fire so we don't have to freeze to death.

    Its just a tool, no one forces anyone to use it, but to me its an instant buy when its out as it saves a lot of time on certain parts of my pipeline.
  • leslievdb
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    leslievdb polycounter lvl 15
    Prophecies : Hey you can always hardcode your 3d models too because 3d modeling tools are also cheating
    i don't see talent becoming obsolete, in the end it will come down to pure creativity of the person in question. The design element will always stay.
    And there will also always be non realistic games that require you to manually model/sculpt/paint the clothes anyway.

    Nice tool btw
  • CrazyMatt
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    At the end of the day, you are not artists at your game/film companies. You are a SLAVE who constructs "Assets" using digital tools that revolve around possibilities of creating art.

    Using pre-defined cloth generators doesn't make you more or less of an artist. You are as some have been saying, just getting the "JOB" done sooner.

    If you were a true artist, you would not be working for "profit" under a contract, or for the sake of "seeking" work. You would just simply "Create it" because you want to with no expectations revolving an outcome of your finished piece. Because you made it, not about "how" you made it. That's the genuine difference.
  • doc rob
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    doc rob polycounter lvl 19
    What makes it great is that you can be editing the pattern and seeing the results in real time while you edit.

    I could see this being very useful in any production where you need to create tons of alternatives outfits for characters, something like Asssassin's Creed, GTA or an MMO.

    We're all going to have to start buying books on costume design.
  • Bigjohn
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    Bigjohn polycounter lvl 11
    At the end of the day, you are not artists at your game/film companies. You are a SLAVE who constructs "Assets" using digital tools that revolve around possibilities of creating art.

    That's just BS. You should find a better studio if this is how you feel going to work each day.

    I know for me, I get paid so that the studio has access to all the knowledge I gained over time (which granted, is still not much in the grand scheme of things). Anyone, even my kid brother, can be taught to operate zBrush like a monkey. But can he sculpt anatomy? Is he aware of even the most basic design principles? No.

    If in some distant future there will be a program that allows you to hit a 'Generate Character' button, the result of that will be that everything will look the same. Which would then mean that the people who can take that, and make something interesting out of it will be highly sought after.

    The artist can take the mundane and make some extraordinary with it. The viewer knows that they're looking at something special, and are willing to pay for that.
    If you were a true artist, you would not be working for "profit" under a contract, or for the sake of "seeking" work. You would just simply "Create it" because you want to with no expectations revolving an outcome of your finished piece. Because you made it, not about "how" you made it. That's the genuine difference.

    In an ideal Star-Trek Post-Scarcity world where everyone has food replicators and free accommodations on the Enterprise that would be the case. But for now, there's still money out there. And some people are willing to spend it on cool things.

    We're the people who make cool things.
  • Vailias
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    Vailias polycounter lvl 18
    Maya also has this... has had this since version 5.5 or so.

    Though I don't think either max or maya have realtime pattern updating features like was mentioned.

    Still. This has been around.
  • CrazyMatt
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    Bigjohn wrote: »
    If in some distant future there will be a program that allows you to hit a 'Generate Character' button, the result of that will be that everything will look the same.

    That may be very true, there just might be a do it all button. But at the end of the day, everyone is looking for something that doesn't take deep logic to understand the "steps" of creation, instead just "create it" the way you see it as though you were holding the paint brush to the canvas. Meanwhile, most games I]mainly shooters[/I all look and play the same.
    Bigjohn wrote: »
    The artist can take the mundane and make some extraordinary with it. The viewer knows that they're looking at something special, and are willing to pay for that.

    This in the end of things still proves my idea about being a slave. You are not creating something original, you are reporting for a duty to someone higher up than you that dictates wether what You create makes it into the end picture or not. Not You who decides otherwise.

    At the end of all said, it's not a bad thing. Its just something to realize it really stands as a positive to know some real genius's help make a different medium from 2D easier under what confined deadlines we all work under. Which become less of a hassle to fuss to each other over.
  • Bigjohn
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    Bigjohn polycounter lvl 11
    I'm sorry man, but that's simply not true. In my "job", I show up, and have a collaborative discussion with quite a few people (higher up, yeah) and we all sit down and discuss what's the best way to go about achieving the thing we're out to achieve. Best could sometimes mean most efficient, but it could also mean best looking.

    That we're working within a set of parameters doesn't matter any more so than Michaelangelo was "limited" by religion when he made David. You can just substitute the word limited with inspired.

    I could have just gotten a job at a bank and done 3D on the side for fun. Wear a beret and talk about what the color blue sounds like. But I chose video-games because of the subject matter and the collaborative nature of it. There isn't any one person who calls the shot, it's a collaboration of individuals, yourself included.

    Or maybe that's not the way it is for you, I don't know.
  • Neo_God
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    Neo_God polycounter lvl 18
    Slave is a harsh word to use though. Craftsman or Skilled Laborer are much more accurate and are not nearly as derogatory. However your point is moot to those of us who are hobbyists. People like shortcuts, plain and simple.

    I think it looks like a nifty tool. Somtimes I like the idea of having a separate program that was totally designed for a single purpose. Plus I really hate doing cloth...
  • trancerobot
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    trancerobot polycounter lvl 7
    CrazyMatt wrote: »
    That may be very true, there just might be a do it all button. But at the end of the day, everyone is looking for something that doesn't take deep logic to understand the "steps" of creation, instead just "create it" the way you see it as though you were holding the paint brush to the canvas. Meanwhile, most games I]mainly shooters[/I all look and play the same.



    This in the end of things still proves my idea about being a slave. You are not creating something original, you are reporting for a duty to someone higher up than you that dictates wether what You create makes it into the end picture or not. Not You who decides otherwise.

    At the end of all said, it's not a bad thing. Its just something to realize it really stands as a positive to know some real genius's help make a different medium from 2D easier under what confined deadlines we all work under. Which become less of a hassle to fuss to each other over.

    I know someone who thinks like that. He absolutely hates being subservient to other people and would prefer never having to work any kind of job (I had to drill through his logic to get to that admission, forcing him to realize the problem with it).

    Look, you don't have to do this for a living. You can drive a garbage truck and keep it a hobby. Nobody will care. But don't look down on other people and say they aren't artists just because they want to get paid doing a job they like. Call it selling out if you want - but they aren't slaves.
    Bigjohn wrote: »
    That's just BS. You should find a better studio if this is how you feel going to work each day.

    I know for me, I get paid so that the studio has access to all the knowledge I gained over time (which granted, is still not much in the grand scheme of things). Anyone, even my kid brother, can be taught to operate zBrush like a monkey. But can he sculpt anatomy? Is he aware of even the most basic design principles? No.

    If in some distant future there will be a program that allows you to hit a 'Generate Character' button, the result of that will be that everything will look the same. Which would then mean that the people who can take that, and make something interesting out of it will be highly sought after.

    The artist can take the mundane and make some extraordinary with it. The viewer knows that they're looking at something special, and are willing to pay for that.



    In an ideal Star-Trek Post-Scarcity world where everyone has food replicators and free accommodations on the Enterprise that would be the case. But for now, there's still money out there. And some people are willing to spend it on cool things.

    We're the people who make cool things.

    There was a program like that once. It was a plugin for Max called FXR Creature Creator - and yes, everything looked the same.
  • trancerobot
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    trancerobot polycounter lvl 7
    lol doublepost, sorry
  • Saman
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    Saman polycounter lvl 13
    CrazyMatt wrote: »
    This in the end of things still proves my idea about being a slave. You are not creating something original, you are reporting for a duty to someone higher up than you that dictates wether what You create makes it into the end picture or not. Not You who decides otherwise.
    That sort of attitude can be applied to most jobs. A chef is a slave because some higher chef tells him what soup to cook today, A tailor is a slave because his boss tells him what underwear to sew and so on. If your view was correct then the only artist would be the boss of the company who sometimes doesn't know jack shit about art.
    You're still using your own talent as an artist to create the assets, regardless of what it is you are creating. It's not like some other guy is leading you through every single step throughout the whole process.
  • CrazyMatt
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    Alright guys lets chill it out, my point was mainly in a generalization of a simple idea used to accommodate the foundation of hate against this neat piece of software with the whole artist vs generator nonchalant ordeal.

    My opinions are in no way used to express what job I, or anyone has. Rather than the mental condition of surrounding ones thoughts of how lame something like this could be useful.

    Cheers! :)
  • Saman
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    Saman polycounter lvl 13
    CrazyMatt wrote: »

    My opinions are in no way used to express what job I, or anyone has. Rather than the mental condition of surrounding ones thoughts of how lame something like this could be useful.

    Cheers! :)

    I agree. I used cloth syflex for my models but it just didn't provide the amount of details I needed at that time(it was 2005 I think). I still think sculpting cloth is needed and also even if it takes more time it removes an app from the pipeline. I don't know about you guys but I like sculpting cloth mainly because I feel that I have more control over the appearance.
  • [Deleted User]
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    [Deleted User] insane polycounter
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  • ablaine
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    ablaine polycounter lvl 14
    Awesome, Teriyaki! How long did it take to piece the patterns together? Could definitely see this being useful in conjunction with sculpting.
  • [Deleted User]
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    [Deleted User] insane polycounter
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  • MM
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    MM polycounter lvl 17
    your theory is good, but only problem is the cloth it drapes by simulation only works for that pose and that pose only. it also shrink wraps to the model or leaves inflated cloth.
    that makes the end result very recognizable as something simulated and static and not really dynamic(drapery that works in multiple poses)

    i think it is good for study but if you get dependent on it then you are giving up on learning how to do drapery.

    there is also 3d scanning available for making realistic 3d faces, does that mean you should just scan faces and call it a day ?
  • [Deleted User]
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    [Deleted User] insane polycounter
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  • Andreas
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    Andreas polycounter lvl 11
    I'm going to necro this thread rather than start a new one. And JEEZUS CRIPES was I bored reading thru it. But I used this recently and it is the shit.

    Give up on your misconception that you are an artist - you are a craftsman. Someone tells you to build a boat, shelf, table. You build it. You are skilled at recognizing the quality of that construction

    An artist creates something provocative from nothing. While you are MAKING ANOTHER PERSONS IDEA you are a craftsman.

    Look at the hand lathe - it makes wood flat. You can do it by hand yes. But a machine can do that just as well 1000 times as fast.

    If it made it all shitty and pockmarked your expertise in the craft would recognize that.

    My job is to make a character? Making a pattern and running a cloth sim that drapes accurately better than I can sculpt it yields a better result. I'm going to DO THAT instead.

    So here we go:


    1 of the tenants I live by:

    "I want to create as fast as I can think."

    Bravo sir. :thumbup:
  • easterislandnick
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    easterislandnick polycounter lvl 17
    I think this is ace. If you can get an excellent result quickly it gives you more time to focus on the DESIGN of the character, not the way it's made. Speeding up the process (if the results are good) is only ever a good thing as it will give you longer on the features and overall design.

    People seem to be getting confused by the art side of character modelling (the design, shape, feel etc) and the craft side of characters (modelling, topology sculpting etc). Just because the craft has got a little bit easier doesn't mean the art has.

    Costume design is a hugely respected field in theatre and cinema. Surely its time to get some of that expertise into games and this could help.

    Also as tech progresses we are going to see better cloth in game, solid lumps of fabric won't cut it any more so actually cutting fabric and rendering it at run time is kind of inevitable.

    Jump on board, technology is great, there are no shortcuts if the work is good and you are all beautiful artists!
  • almighty_gir
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    almighty_gir ngon master
    fearian wrote: »
    Haha, I have that exact hoodie.
    eKwugs.jpg

    it's hard to pull off, but you make it work man!


    loving this btw.
  • Kwramm
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    Kwramm interpolator
    We thought of using this as base for ZBrush sculpts but it's actually quite some work to set everything up. Reusing patterns for different proportioned characters is a bit of a mess. And then you have to get it out of the app and into ZBrush. I think I remember it's not quads either.

    Still, with some polish geared towards game creation this could be a really neat tool. Right now it's still a bit too much hassle.
  • almighty_gir
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    almighty_gir ngon master
    Kwramm wrote: »
    We thought of using this as base for ZBrush sculpts but it's actually quite some work to set everything up. Reusing patterns for different proportioned characters is a bit of a mess. And then you have to get it out of the app and into ZBrush. I think I remember it's not quads either.

    Still, with some polish geared towards game creation this could be a really neat tool. Right now it's still a bit too much hassle.

    importing into zbrush and then hitting dynamesh should resolve the non-quad issue?
  • blitz
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    blitz polycounter lvl 17
    MM wrote: »
    your theory is good, but only problem is the cloth it drapes by simulation only works for that pose and that pose only. it also shrink wraps to the model or leaves inflated cloth.
    that makes the end result very recognizable as something simulated and static and not really dynamic(drapery that works in multiple poses)

    i think it is good for study but if you get dependent on it then you are giving up on learning how to do drapery.

    there is also 3d scanning available for making realistic 3d faces, does that mean you should just scan faces and call it a day ?

    Yes it is true, you doing cloth for a special pose. But with a bit tweaking in MD and later in ZB you will got a awesome result in a time you will never reach with just basemesh + zb.
    Also cloth parts where it doesn't change normaly, like scarf, bags or small details on you gear of your character. The possibility's are unlimited.
    Also the learn factor.. i did learn a lot i think.. hope.

    I use it already almost 2 years for Production and with the latest version you can do amazing stuff and create a other version for the art director with just a small push or pull.

    I don't want to convince anyone.. so please don't use it, any artist here!! ;)
  • cupsster
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    cupsster polycounter lvl 11
    Guy making models of clothes working with this and he like it as me as well.. Good software especially for casual characters and rapid prototyping of clothes.
  • JohnnyRaptor
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    JohnnyRaptor polycounter lvl 15
    Poser of cloth! next wer gonna hear people use poser and soft select cus it speeds things up!

    </purist>
  • Sandro
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    Hehe, nice app and I'm sure it will find it's uses, but to me sculpting is lot more enjoyable than making those paper-cut things and stitching them together.

    Also, you rarely get to make characters with casual shirts and pair of jeans in videogames. You usually have jacked up guys with bulletproof vests, 40 pockets and belts strapped all over. I guess setting up that complex sim would be quite tedious and time-consuming.

    Also, THEY ARE TAKING OUR JERBS!
  • D4V1DC
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    D4V1DC polycounter lvl 18
    Poser of cloth! next wer gonna hear people use poser and soft select cus it speeds things up!

    </purist>

    They do, I seen it years ago, so...
    Also, THEY ARE TAKING OUR JERBS!

    Yup.

    Interesting app never-the-less.
  • MM
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    MM polycounter lvl 17
    1 of the tenants I live by:

    "I want to create as fast as I can think."

    you are not creating it though, the software is creating it, at least most of it.

    to each their own i guess.

    i personally dont find it satisfying or fun to to work with simulations or 3d scanning that much. i dont see how i can call it my work when 90% of the actual thing is not mine.

    obviously as technology moves forward more and more of the hand crafting will be automated so it isnt surprising.
  • blitz
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    blitz polycounter lvl 17
    That is the thing MM. Persoanlly i use MD for private stuff only once and it was nice, but i like to do the stuff by my own because of the fun.
    Doing character for money as freelancer, sometime MD is very helpfully to get very realistic look and in a time you will never do.. or me or anybody else.

    For most games you don't need it anyway because of the company who like to get the model exactly like the concept or don't like to have it fotoreal.

    But at the end its like you said.. to each their own..
  • Justin Meisse
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    Justin Meisse polycounter lvl 18
    Look at the hand lathe - it makes wood flat. You can do it by hand yes. But a machine can do that just as well 1000 times as fast.

    I think you meant to say hand plane ;)

    As far as craftsman vs artist - Should we define every artist that worked on commission or under patronage as a craftsman?

    I have no problem with the cloth sim stuff, saying the software does all the work is a knee jerk reaction, I have the same knee jerk reaction to most current gen art "the bake is doing most of the texture work!"
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