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Infinite
30-11-2010, 06:08 AM
http://vimeo.com/16237232

http://www.marvelousdesigner.com/

Looks quite promising! Thanks to Majid for the intro :beerchug:

Tutorials:

http://www.marvelousdesigner.com/Marvelous/tutorial.aspx

Other Videos:

http://www.marvelousdesigner.com/Marvelous/Demo.aspx

Intervain
30-11-2010, 07:15 AM
very promising indeed - the clothes look fairly simple but I love the bed example - that looks really good.. and there's also that blue shirt in the features overview that's really impressive.. thanks again for sharing

Infinite
30-11-2010, 07:20 AM
very promising indeed - the clothes look fairly simple but I love the bed example - that looks really good.. and there's also that blue shirt in the features overview that's really impressive.. thanks again for sharing

I agree, it looks awesome! Jaw dropping in fact. The more videos you watch the more of it's awesomeness is unleashed! Super power.

I think it might be out commercially next month. From digging around in their forums - http://www.marvelousdesigner.com/forum/the-commons/8/pricing

The Bed Example (for others to see)

http://vimeo.com/16160128

$699 for a commercial license? that's a steal..

Vimmy
30-11-2010, 08:01 AM
This video is pretty cool, special the male cloth.

http://vimeo.com/17179800

piek
30-11-2010, 08:02 AM
$699 for a commercial license? that's a steal..Agreed. Last month I was looking at clothing design tools and they all have an extra '0', if not more.

Infinite
30-11-2010, 08:15 AM
Good link Vimmy : )

Agreed. Last month I was looking at clothing design tools and they all have an extra '0', if not more.

Well it's no official yet, and I did see some extra 00's mentioned in that forum. So we should brace ourselves! fingers crossed! :drool:

El Burritoh
30-11-2010, 08:27 AM
That bed example is just freaky.

Kel Solaar
30-11-2010, 08:28 AM
One of the most ( if not the most) awesome software I saw in a while :) Thanks for sharing the link Lee !

KS

ulf
30-11-2010, 08:29 AM
thanks for sharing!
looks really cool, gonna check that out!

PascalR
30-11-2010, 09:10 AM
That looks fantastic, any idea what kind of topology it's outputing? quads/triangles?
Thanks Lee, looks like a great toolclap

Vimmy
30-11-2010, 09:15 AM
triangle, for the moment.

Kel Solaar
30-11-2010, 09:17 AM
triangle, for the moment.

Can you share a wireframe Vimmy ? To me it's like the old Maya cloth where one was doing all his patterns / garments, etc ... Except that it works damn nicely :)

KS

phrenzy84
30-11-2010, 12:51 PM
Looking at this and watching the pricing thread made me envious and sad, thinking i should find a way to do this in Houdini (or whatever you 3d app is). But now...

We 100% agree with you. We've reflected users' opinion on the pricing policy and made a final decision; just 99 USD for Personal (non-commercial) license with the full design functionalities(http://www.marvelousdesigner.com/Marvelous/Features.aspx), and 699 USD for small-business (individual for commercial purpose and company with less than 10 employees). The official announcement will be made in this week with the payment system.

Come to papa :bouncy:

Vimmy
30-11-2010, 01:17 PM
Kel Solaar: yea, ;) i agree with you on that. it work well...
https://dl.dropbox.com/u/14985511/meshtri.jpg

Kel Solaar
30-11-2010, 08:15 PM
Andrew : Wow 99$ for personal use !!! That's a very smart move :) If only every 3d solutions provider was like that :) I'm thinking and looking to AD ... Hopefully this may become a trend, SideFx apprentice is a good example of a nice users politic.

Vimmy : Yeah it's definitely like Maya Cloth, there is another Maya plugin working around the same concept : Qualoth : http://www.qualoth.com/ The advantage of this method is that you need a lot less of springs ( Especially the diagonal ones : The shear springs ) since the mesh is already presenting a natural pattern for cloth simulation.

For information here is a list of them ( http://cg.skeelogy.com/real-time-cloth-simulation/ ) :

Structural springs: These are the main springs in the cloth that are placed along each quad edge.
Shear springs: These are springs which helps maintain the diagonal shape of the cloth and are placed along the two diagonals of a quad.
Bend springs: These are springs which help to control the bending of the cloth and are placed like the structural springs but connects vertices that are two vertices apart.


KS

SorinLupu
30-11-2010, 09:41 PM
Very soon we see some virtual cat walks for the big ...ones. Impressive software indeed

adamlewis
30-11-2010, 09:49 PM
Thanks for sharing, this application looks very powerful!

Infinite
30-11-2010, 10:41 PM
I don't know much about the application. You can sign up on the site.

I think they will be supporting Quads and an announcement about how and where you can purchase it should be this week, if not next!

Get your wallets out! help support these guys! although I have a feeling they will have some of the biggest names in fashion supporting them hence the various pricing grades, I have now heard $2500 and even $10,000+ rumoured for the full bells and whistles version. So lets see what is announced.

moonjam
01-12-2010, 01:05 AM
The interactivity shown in the videos makes it worth buying alone. Stunning.

collings
01-12-2010, 03:24 AM
very impressive stuff, thanks for sharing the link :)

mpalleschi
01-12-2010, 10:52 AM
This is really cool! That bed sheet demo is awesome!

ZippZopp
01-12-2010, 11:11 AM
wow, very very cool. . this has a ton of practical uses for the work i've been doing. thanks for sharing!

PascalR
01-12-2010, 11:58 AM
yeah very cool tool, I am testing it now. Is there a way other than the "w" key to pin an area to another object? I found it very easy to lose this pin constraint, but I love the tool so far :bouncy:

Vimmy
01-12-2010, 12:12 PM
For the moment i dont think so Pascal. But you can, even if it still not the best so far, create a cloth piece, freeze his simulation, and use it to pin a cloth on it... with the free sewing tool.

PascalR
01-12-2010, 12:16 PM
Thanks for the workaround Vimmy :beerchug:

madmatt
02-12-2010, 12:12 AM
The video with the table is fantastic!!!

Someone have seen if is it possible import a base body from an external software? And if yes, with wich format?

Great program!!!

Thanx for the link!

Bye

Infinite
02-12-2010, 02:06 AM
The video with the table is fantastic!!!

Someone have seen if is it possible import a base body from an external software? And if yes, with wich format?

Great program!!!

Thanx for the link!

Bye

Yes you can import your own geometry, in .obj format but there is more info on their forums.

http://www.marvelousdesigner.com/Forum/

pitiwazou
02-12-2010, 09:45 AM
Very powerfull soft, I really like it, it's very simple to make a rapid cloth.
It will be good to have some quad and the possibility to make different level of detail, for making low poly with high poly and displace, normal maps etc.

It's not created for that, but it will be very powerfull to have these features !

madmatt
03-12-2010, 05:54 AM
Yes you can import your own geometry, in .obj format but there is more info on their forums.

http://www.marvelousdesigner.com/Forum/

Thanx Infinite!!! :sw:

southparx
03-12-2010, 05:50 PM
Thanks for sharing this info, Infinite :love:

btw was browsing their forum and came accross this bit of information

Quote:

"The modeling is done by Marvelous Designer 2. For the rendering we used Octane Renderer(http://www.refractivesoftware.com/). Itīs really fast, just 10 mins for making the image above. We will develop a plug-in for this renderer in MD2 and would like to adopt it as a default renderer in future."

"We had to reapply the materials in Octane. The plug-in for Octane will be able to MD2īs materials into Octane without any manual works."

taken from this link:
http://www.marvelousdesigner.com/gallery/21/real-or-virtual

Because earlier when i first finished watching *all* the videos, i thought - this software needs a proper render engine

wish granted :D

Fabricio Torres
03-12-2010, 06:09 PM
A friend from work linked me to this thread 2 days ago. This prog is amazing!! I strongly recommend going to the original Korean website (the program is also called Clo3D) and download the videos from there. The videos are in Korean, but they're pretty much self explanatory on many features (as the English website lacks a lot of information).

http://clo3d.com/?page_id=418

(Just use a web-translator to know what are the videos all about)

And here is a first "serious" try with the soft. Of course it could be better if I had more knowledge of sewing patterns, but for 2 days of experience this thing came out really nice. I totally can see that being used as a start for a statue, for example. The final image is raw material, no folds were modified or modeled in any 3d package. Everything came straight from MD2. Really amazing piece of technology...

The workflow was as it follows:

- Imported a male base mesh (from mudbox)
- Stitched the clothes (trial and error here, I don't have sewing patterns laying around)
- Posed the basemesh in mudbox and reimported it (clothes will conform!!!)
- I then let it calculate the folds as much as possible (it uses only 4 cores maximum)
- Exported the obj to zbrush and gave it thickness (using extract).

Whole process took me three hours (mainly due to the damn sewing part. I guess with some downloaded patterns things will get faster.)

:D

tonytrout
03-12-2010, 06:55 PM
I dont quite get this, looks great for sewing clothes and does tucks and things but is it just for stills if you export, Im not seeing the animation link into a 3d package or holding the seams and material properties through to ncloth for instance, also triangles is not my preference for mudbox.

Infinite
03-12-2010, 11:14 PM
I dont quite get this, looks great for sewing clothes and does tucks and things but is it just for stills if you export, Im not seeing the animation link into a 3d package or holding the seams and material properties through to ncloth for instance, also triangles is not my preference for mudbox.

Patience Tony.

piek
03-12-2010, 11:16 PM
...also triangles is not my preference for mudbox.It looks like Delauney triangulation which is perfect for cloth simulation but, as you said, isn't great for sculpting apps. In the past I've flattened the cloth simulation based on it's UVs, conformed/linked a quad mesh to it and then morphed the two meshes back to the original shape. It's a bit of a hack, but works :)

tonytrout
04-12-2010, 12:28 AM
It looks like Delauney triangulation which is perfect for cloth simulation but, as you said, isn't great for sculpting apps. In the past I've flattened the cloth simulation based on it's UVs, conformed/linked a quad mesh to it and then morphed the two meshes back to the original shape. It's a bit of a hack, but works :)

Good one Piek, allways someone finds a clever work around clap

Patience Tony.

tres droll :banghead:

philnolan3d
04-12-2010, 09:40 AM
It looks like Delauney triangulation which is perfect for cloth simulation but, as you said, isn't great for sculpting apps. In the past I've flattened the cloth simulation based on it's UVs, conformed/linked a quad mesh to it and then morphed the two meshes back to the original shape. It's a bit of a hack, but works :)

It would be just fine for sculpting in 3D-Coat, then if you really wanted to you could auto-retopo or Export Dense Quads from there to bring it into another sculpting app

philnolan3d
04-12-2010, 04:33 PM
My first experiment with it is a success, a simple T-shirt. I love that I didn't have to hunt through tutorials or manuals to make something.

http://content.screencast.com/users/philnolan3d/folders/Jing/media/65f8858f-9c6a-4ba6-9430-96446b39d36b/2010-12-04_0021.png

El Burritoh
04-12-2010, 05:18 PM
Are there any options for the simulation stage, such as wind forces?

philnolan3d
04-12-2010, 05:22 PM
Not that I've been able to see, not even the amount of gravity.

piek
05-12-2010, 02:08 AM
Thanks for the tip Phil! I really ought to check out 3D Coat. Its toolset seems to be pretty expansive.

philnolan3d
05-12-2010, 06:13 AM
No prob, if you have any questions feel free to ask.

MDB101
05-12-2010, 12:25 PM
Best proggie ever! this is soo cool i cant put it down atm :)

I like the fact where u can just drag an image onto your mesh like that.

What I like to do to is grab pattern referances and drag that onto a rectangle shape and trace the pattern there. then delete that referance mesh :D
Once i get the hang of pattern making, ill create my own styles ehehe

I get my patterns here

http://en.wordpress.com/tag/patterndrafting/

philnolan3d
05-12-2010, 12:44 PM
That's a good idea but for some reason dragging images into the program doesn't work for me.

Fabricio Torres
06-12-2010, 06:23 PM
Are there any options for the simulation stage, such as wind forces?

Not that I've been able to see, not even the amount of gravity.


On the Object Browser window (top right corner), scroll down to "Simulation Property". There you can set up the amount of gravity. Default value is '-9800.00'. Increase this number, or even set it to positive and the cloth will start to 'float' as you move it around.



There is nothing like wind direction (I didn't find any) but here is a trick you can use: export the base mesh (the 'mannequin') and move it from it's origin in any 3D package. Reinport the mesh and set it as a morph target. Watch the animation while it moves to where you positioned it, freeze the animation whenever you like the clothes' look. This is somewhat hard to predict and control, but easier if you want all the clothes to be moving at the same time.

For just a single piece of cloth, the best to do would be to lower the gravity and pull the mesh (using Q), giving the shape you want and then freezing the simulation when you're satisfied.

And going even further with this ideas, why not to model the clothes on a posed figure? if you just want something to be affected by the "wind" use the gravity as your friend...

philnolan3d
06-12-2010, 06:30 PM
Thanks for the gravity tip.

BTW I made this quick demo of making a T-Shirt if anyone's interested Simulation is a little slow, I think because it's a pretty dense character mesh. I also I left a mistake or two in there with the sleeve stitching.

http://www.youtube.com/watch?v=CRlbkTdVJQY

Fabricio Torres
06-12-2010, 06:53 PM
You're welcome.

Regarding your video, I know it has nothing to do with what you're trying to show, but may I suggest a change in your sleeve pattern at the shoulder area? It really doesn't work well if you make it square (unless you're looking for a particular look - in this case the outside of the sleeve will be slightly smaller than the inside when you bend the arms down.)

Here is an image that illustrates how a sleeve should be curved to conform to the shoulder. It looks exactly like a flat UV for that particular area...

(Why do I know these things is beyond me... :dance:)

philnolan3d
06-12-2010, 07:00 PM
Interesting. I didn't actually look at any patterns or anything, I was just guessing, which was good enough for my tests. I have been looking at some patterns though like this vest:
http://wkdesigner.wordpress.com/2009/06/07/eyelet-vest/

This jacket might be interesting too if I can figure out how to read the pattern. lol
http://www.allfreesewing.com/Sewing-for-Men/Club-Jacket

Kel Solaar
06-12-2010, 08:28 PM
Simulation is a little slow, I think because it's a pretty dense character mesh.


Could it be also coming from you character size, from the video ( judging from the grid size ) your character is very tall compared to their default woman ).

KS

philnolan3d
06-12-2010, 08:35 PM
Hmm I didn't expect the height to be a problem. It's hard to tell what is going on with size, I suppose I could export the default woman and make sure my character is the same height, but I made the guy 6 feet tall, shouldn't be that different. The program might have scale issues though as you can see at the end, the exported shirt was about 5000 feet across.

Kel Solaar
06-12-2010, 08:43 PM
Hmm I didn't expect the height to be a problem. It's hard to tell what is going on with size, I suppose I could export the default woman and make sure my character is the same height, but I made the guy 6 feet tall, shouldn't be that different. The program might have scale issues though as you can see at the end, the exported shirt was about 5000 feet across.

I didn't tried the tool, but as most solver / simulation algorithm I would expect the size of your objects to have an impact on the simulation time ( for the worth or the better :) ). Let us know if it's getting better with a smaller character for example.

KS

philnolan3d
06-12-2010, 09:15 PM
To test with a smaller "character" I thought I would make a pillow case. So I made a pillow object that is 2 feet long. When I imported you can see compared to the default character's dress it looks to be about 15 feet long. But it's about 1700 polys

http://content.screencast.com/users/philnolan3d/folders/Jing/media/70db14f4-ccad-45a2-ac3e-b2433b108024/2010-12-06_0407.png

You can see in motion it goes a lot faster than the previous video:
http://screencast.com/t/0Ns8e6Mf51VF

Ah but then when I tried making an actual pillow case to the scale of this pillow it was very slow. Interesting.

Edit: OK I tried making the pillow 2 inches long and this time in MD it was just slightly smaller than it should be. Something like 1.8 feet. However this time the calculations were very fast. So that answers the speed question.

Kel Solaar
11-12-2010, 10:30 PM
Thanks for the tests Phil !

I'm doing a cape for a character and was annoyed by the triangles. I got ride of them, using a Maya Transfer Attributes trick. It was done on a fairly simple example but can be reproduced on much complex ones with some more work :

http://thomasmansencal.com/Sharing/Pictures/MD_To_Quads.jpg

And the Screencast :
http://thomasmansencal.com/Sharing/Videos/Match_Topology_Through_UVs.swf

Cheers,

KS

philnolan3d
11-12-2010, 10:40 PM
That looks like a lot of work and a very tiny viewport. lol

Another option would be to use 3D-Coat, Load it into the Retopo room, go to the Voxel room and with the Cloth tool set gravity to 0 and hit Pick from Retopo. Hit Enter and then 2 options, simply hit File > Export > Export Dense Quads or use Auto Retopo. Auto Retopo would give more options but might leave a few n-gons to clean up. if using Auto Retopo, just Export it from the Retopo menu.

With this method it gives you quads and also adds some thickness to the cloth.

Kel Solaar
11-12-2010, 11:07 PM
Hi Phil,

On my example the topology is perfect and can be reconstructed up to the original quad in zbrush ( Very useful ). I'll also dig you 3D Coat workflow.

KS

philnolan3d
11-12-2010, 11:08 PM
Yeah Export Dense Quads was actually created in order to transfer voxel meshes to zbrush easier.

PascalR
12-12-2010, 08:30 AM
good tricks guys, thanks for sharing.:sw:

colorina
15-12-2010, 11:54 PM
Clever! Thank you both!

piek
07-03-2011, 06:34 AM
Had a quick go. I really like the way you can cut 'darts' and stitch them while still in realtime. Also the layer system works well, no intersection explosions. All in all, a more user friendly version of Max's Garment Maker.

http://www.petekempton.com/threads/WIPS/MD_Test.jpg

Vimmy
07-03-2011, 01:21 PM
Kel Solaar: best way to get the correct shape for transfering attributs ( i mean of the cloth pattern shape), is to export the plannar version of it.

select outer poly edges, convert that edges to curve, then use that curve to do a planar with poly quad mesh. be sure to get a least one smooth to remove triangle on corner. and that pretty much it. time saver for curved or complexe pattern form

tonytrout
07-03-2011, 04:05 PM
great tips all, thanks for sharing :thumbsup:

Intervain
18-03-2011, 01:56 AM
ok anyone had success importing their own obj into that software? every time I try I get an empty scene with nothing in it and my obj nowhere to be found 0_o

ulf
18-03-2011, 03:14 AM
hey,
try to export their puppet and check the scale. then fit your obj, it was pretty large if i remember right. then it should work!

Intervain
18-03-2011, 03:35 PM
yeah - well the scale wasn't the issue since I knew about that - it turned out that every time I exported from max with materials checked it didn't work - as soon as I turned that off it worked. I still can't get an obj from xsi to work though 0_o... strange

moonjam
19-03-2011, 01:12 AM
It's been a little while since I tried the demo but I remember that any obj I imported came in with the opacity at 0. Don't know if that's the problem?

johnseventine
19-03-2011, 11:04 AM
Wow i must try it hope there is a sweet workflow.

Intervain
19-03-2011, 12:31 PM
It's been a little while since I tried the demo but I remember that any obj I imported came in with the opacity at 0. Don't know if that's the problem?

oh there's an opacity setting? haha that would be a posibility - I must see to that, thanks

tonytrout
20-03-2011, 12:23 AM
Got it out of the box today, no probs importing obj avatar from mudbox. Got the scaling sorted thanks to headsup from ULf (thanks) It seems real easy to make fitted clothes, quite a bit of fun actually, but I gave up on it trying to make draped cloth like as in a classical statue, couldn't get the cloth to stay on the avatar, kept sliding off, couldnt get the pins to work as it solved so fast, or get the cloth to bunch and fold, and didnt feel like battling the transfer of the triangulated mesh. Looks good for making shirts and jackets though so I'll go back when I need to.

Intervain
21-03-2011, 03:11 AM
moonjam thanks a lot sir, it was the transparency :dance:

MDB101
27-04-2011, 02:28 PM
I think I got the hang of cracking down the tris to some whut quads. Im pretty sure though yah can always clean it up before bring it back into shape :) let me know what yah tink :P

PS> this is very Simulare to Kel Solaar method hehe

http://www.youtube.com/watch?v=B7ZwPjCubs0

tonytrout
20-07-2011, 08:25 PM
They have come out with an animation editor but its twice the price of the personal edition I bought. Im not sure its purpose really as I would do the dynamics in maya??

http://www.marvelousdesigner.com/Marvelous/Plugin.aspx

philnolan3d
20-07-2011, 10:11 PM
MD's biggest problem was the high price, now this thing is even pricier.

Aleph
17-01-2012, 06:52 AM
Development schedule for Marvelous Designer Quarter 1 2012...


- Quad mesh clap
- Pin Synchronization
- Internal Line Crossing, Internal to Boundary Crossing
- Friction (for Cloth-Cloth and Avatar-Cloth) Setting
- Pac File Viewer
- Mac Version
- Linux Version
- Sewing in 3D
- Bump map
- Multi-Avatar, Hair and Accessory Add
- Fabric(Material + Physical Properties) Setting
- KES(Kawabata Evaluation System) Data Import (CLO 3D Only)
- Draw line on 3D and 2D patterns

tonytrout
17-01-2012, 05:48 PM
Quads great, it's been some time coming, I also see buttons and zippers are looking like clo3d only which is a bit on the nose when they are basic construction items!

philnolan3d
17-01-2012, 06:04 PM
Quads are OK, doesn't really matter to me as I'm probably just going to sculpt / paint on it anyway. Now sewing in 3D, that's something important!