What a shame EA! Fuck off, i go to steam :-)
Since you are open to discussion and critics i would suggest you to use less aggressive language when you are on the internet. I would try something like, "Hey Cem, this is great material and thanks for the article. As far as i know from 80lvl Facebook group you can improve the performance or you may consider dropping the price. Keep up the good job." It doesn't have to be the same words but this kind of attitude would lead to a softer conversation because your intention will be clear.
@firstname.lastname@example.org Is there any link or video for the cheaper solutions that you mentioned before? Please share them. I haven't seen any cheaper, faster, HD, loopable and adjustable "normal map" flipbook video that you said in your first post. I would be happy to compare the results in realism.
Madina Chionidi discussed some of the new stuff you’ll be able to do with Marvelous Designer 5. She also released a nice tutorial, which you can purchase at Cuberush.
What are the main tasks of Marvelous Designer?
Marvelous Designer is a cloth simulation software that allows you to create all sorts of garments and export the result both as static meshes and animation files.
As a character artist working in the video games industry I remember that making cloth assets before MD was extremely difficult.
Cloth wrinkles would need to be modeled or hand-sculpted and that was tedious and time-consuming.
With MD we can now create realistic cloth simulations from patterns and even reuse/refit the garment on other characters.
MD is an “offshot” of a Fashion Industry Cloth Simulation software called Clo3D;
It’s quite simplified than the traditional pattern making softwares and it’s tailored towards CG community.
It is easy to use and very forgiving; meaning that you don’t need to have any pattern making skills or worry about real world measurements, seam allowance, etc. You don’t need to have any previous knowledge of 3d Modeling either.
You can start making your patterns based on the reference of the existing patterns as a base and then alter them after, according to your needs.
I usually use MD to create High Poly cloth assets for my characters.
I would then take the MD simulation result further to sculpting applications like Zbrush and add additional details there.
Here is my usual workflow and some specifics:
1)MD Cloth Simulation and Export
Exporting as OBJ
Import to Zbrush, sculpt additional details.
Model additional accessories: things like rivets, buckles, zippers etc
3)Retopology + UVs
Create an optimized version (Often called Low Poly or Game Mesh asset) with “good” topology that is animation friendly
4)Baking and Texturing
Bake/Transfer any useful maps from your High Poly to your game mesh and start texturing!
Nowadays, if you have a good Normal map and AO (and that of course depends on how good your High Poly is) – Texturing applications like Quixel’s DDO, Substance Painter or 3D Coat can help you create astonishing results in no time!
There are some lovely new features in MD.
I’m going through some of them in my tutorial too.
Smart Guides and Seam Taping are definitely my favorites!
Madina Chionidi, Lead Character Artist at EA DICE
Interview conducted by Kirill Tokarev.