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Marvelous Designer is a Sci-Tech Academy Award-winning cloth simulation software for CG artists to empower their designs. With its pattern-based approach, anyone can master the art of cloth and garment modeling for creative projects, regardless of initial skill level. 


Due to its intuitive & powerful features, Marvelous Designer has been adopted by top game studios and production companies, including Wētā Workshop, Netflix, Square Enix, and Ubisoft among many others. It is now considered to be setting the industry standard when it comes to character garment design and cloth simulation for big-screen film and gaming productions, including The Hobbit, Elden Ring, and Lies of P. 

Create Realistic & Dynamic Cloth Simulations  

Marvelous Designer’s interactive design interface and compatibility with multiple 3D software programs allows creators to easily incorporate Marvelous workflow for instantaneous editing, draping, and precise simulation of garments onto 3D forms.

From basic shirts to intricately pleated dresses and rugged uniforms, Marvelous Designer can virtually replicate fabric textures and physical properties to the last wrinkle, achieving natural fit and movement. The software’s advanced material simulation also allows for more than just garment creation, including flags, tents, sails, and many other elements that have cloth-like properties.

Take advantage of Marvelous Designer’s powerful features, such as auto-fitting suit, styleline editing, and retopology meant to free your creativity from the constraints of polygon editing and edge flow. 

CLO Virtual Fashion Inc. 

 

clovirtualfashion.com

 

One World Trade Center, 285 Fulton St FL 58 STE T, New York, NY 10007, USA

 

Email Inquiries: [email protected]

Marvelous DesignerRecent articles

Making a Recreation of Dr. Doom Using Unreal Engine and ZBrush

Patrick van Rooijen discussed the workflow behind the Dr. Doom project, explaining how he modeled the face and head using MetaHuman, detailing how he created the costume with ZBrush and Marvelous Designer, and how he added believable wear and tear to the cape.

Breakdown: Modeling a 3D Fantasy Character Based on a 2D Concept

Artem Bieliakov spoke about the creation process behind The Widow of Feathers project, explaining how he built the layered costume starting with a silhouette, how he refined the folds, seams, and the ornaments, and discussing how he created the bird and its feathers.

Modeling and Texturing a Fan Art of Alice from RAID: Shadow Legends

Dahye Han discussed the workflow behind the RAID: Shadow Legends Fan Art of Alice project, explaining how they aimed to preserve the character's game artwork while adding more realistic traits, and how they textured the leather and the rabbit's fur.

Deadlock-Inspired Candleman Animation for the Gauntlet of Gods Challenge

Check out Paraffin – a candle-headed creature designed by Folio for pwnisher's 3D Community Challenge.

Modeling and Texturing Assets and Foliage for a Detailed 3D Environment

Elie Paquiet discussed the workflow behind The Courtyard project, detailing how he made a modular building kit with 3m, 4.5m, and 6m scales, built his own multi-layer shader, and created the foliage using real plant photos as reference.

Creating an Alien Shaman CG Character Using ZBrush, Mari & Maya

Ronja Stucken discussed the workflow behind the Nymera project, explaining how she used real-world skin and anatomy references, sculpted from large to small forms, and used an Arnold skin shader for texturing.

New Marvelous Designer Update Lets Artists Rip, Pinch & Shape Fabric Like Never Before

The 2026.1 update, which released today, introduces the highly requested Seamline Ripping Tool alongside new Brush Pinching and Pinching Simulation Override features that give artists greater control over shaping garments directly in 3D.

Breakdown: Sculpting and Animating a Detailed Evil Jester Character

Sia Melnychenko spoke about her workflow on the Evil Jester project, explaining how she sculpted the clothing, approached the makeup, and tackled the technical challenges involved in animating the character.

Creating a Detailed and Expressive Character Inspired by Cretan-Mycenaean Culture

Dmitry Bezrodniy spoke about the creation process behind the Ariadne character, discussing how he used MetaHuman to adjust the proportions, how he dressed the 3D scan, and how he turned AI output into usable ZBrush brushes.