I already have a full copy of Zbrush and a subscription for Modo. Zbrush was something I only had to pay for once so it’s no longer costing me anything unless they change their payment model somehow, and Modo is about 50 dollars I think. I am currently also using Houdini apprentice but intend to upgrade to indie at some point which would be another 50 dollars a month. Because of this I am very reluctant to buy MD when not only are you not allowed to use the personal license in case you intend to create your own corporate entity (which you have to do if you want to become an indie dev, which I intend on doing at some point) but the corporate license also costs over 150$ a month! Wtf.
For those of you who already have the software, how much are you missing out if you just use Modo+Zbrush for clothing creation? Is there a massive difference between the clothing you can make for characters if you use MD rather than just sculpting them in something like Zbrush?
It’ worth the price. In addition marvelous designer comes at a one time stage in character creation process so if you have 5 characters to cloth paying 150$ one time fee one month can get the job done for you. They used to have a perpetual license i don’t know if that is still available.
Also no other software can do what marvelous does, only other tool is garment maker and cloth in 3ds max that comes very close but is slower to work with. MD doesn’t take it to final you still have to topo and touch up the sculpt in Zbrush but it creates a good base for cloth. and in some cases for complex clothing shapes it does the job very well.
Thanks for your reply. What is the biggest advantage that MD has over traditional sculpting/modeling? Ease of use? Does it have some specific features that aren’t possible to do with traditional sculpting?
MD is very fast in designing cloth and much more accurate than sculpting because it works just like the real thing. You stitch cloth patterns together and it sims with auto folds for you as expected, sculpting complex folds on cloth is a very long and demanding process in a sculpting application. Also it is easier to design clothing by studying real life counterparts and how those are stitched, this way believably factor sells better.
Definitely…no better way to make your clothing assets. With their relatively afforable subscription schemes, you should figure out a block of time that you will be doing cloth related work and set it up so that you use MD for that specific time
Hi
I make video game models (Zbrush + Blender to UE4) and my comment on Marvelous is good for sculpting high poly arts but not for video game models (unless the model is really high in polygons like 50k vetices and above), because eventually you will bring the cloth piece down to low poly. Would be easier just model it with blender.
Games are done using MD all the time. The Witcher 3 is a famous example: all clothing on it are done using MD. It’s the easiest way to make your clothing look convincing, since it wraps it around the characters’ bodies and creates the folds using physics simulation based on the stitching you setup.
Modeling clothing by hand (specially detailed and realistic clothing) takes a lot longer and the artists needs to be very experienced and talented to make the folds look right (it’s something real-life painters and sculptors take years to master).
Also, since MD’s workflow is based on real clothing design you can easily get people with real clothing design experience to work with it. Again bringing up the Witcher 3, they had actual clothing designers make the game’s clothing.