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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

Sculpting Scales & Simulating Clothes for Creature Chef in ZBrush & Marvelous Designer

Yuriy Barchuk walked us through the workflow behind the Breakfast – Chef Extraordinaire project, discussing clothing simulation for a non-human character in Marvelous Designer, sculpting scales in ZBrush, and rendering in Unreal Engine 5.7.

Creating a Thriller Animated Series with Hand-Drawn Textures in Blender

Animation studio BONI IS SCARED talked to us about creating EUTHANAZIES, a dystopian thriller animated series, using Substance 3D Painter, Blender, and Marvelous Designer, and discussed the project idea, tricks for combining 2D and 3D, and custom Geometry Nodes setups for cables and snow.

Sculpting Nature-Inspired Bas-Reliefs on a Stone Wall in a Moody Ancient Forest Environment

Ilya Oskanyan explains how he saved time creating assets for the Heart of the Forest project, discusses the importance of finding the right focal length to make the scene look monumental without losing the details, and talks us through the tedious yet rewarding process of sculpting realistic bas-reliefs in 3D.

Assembling Abandoned Middle Eastern Courtyard in 3D Using Pass-Based Workflow

Irmak Çavun talks about how the culture she grew up in inspired the Abandoned Middle Eastern Courtyard project, how she switched up her workflow in favor of a pass-based approach to save time, and how she created an efficient, quick-to-use material system.

Modeling 3D Character with Medieval Fantasy & Post-Apocalyptic Elements

Seori Nam discussed the workflow behind the Princess of a Lost Planet character, explaining how she sculpted the face from a base mesh, how she built the clothes in Marvelous Designer, and detailing how she prioritized texel density and balanced the colors across the character.

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.