Is That This The Perfect Device For Creating Digital Clothing?

Is That This The Perfect Device For Creating Digital Clothing?

Must generate digital garments, and fast? Then give Marvelous Designer a spin, as the new up to date release more than holds up its status for quick and straightforward digital garment creation – regardless of this launch's lack of 'wow' features.

Clothes CAD software for designing clothes Marvelous Designer was first released in 2011, and rather a lot has modified since that edition.

Not a startup, South Korean firm CLO3d, makers of all things Marvelous Designer now caters to clients like Konami, EA, ILM and Disney – in addition to arch-viz (as seen in a number of items in this year’s IKEA catalogue) and the occasional fashion designer (often found skulking of their boards).

They've honed their growth path into a reliable and stable set of releases; gone are the lofty plug-in and feature promises and an annual launch cycle is now the norm, with releases consisting of a stable mix of new features, consumer requested enhancements, and optimisations. This works. Really well.

Improved workflow

The new options on this update play to Marvelous Designer's strenghts, which above all are speed and ease of creation, for example in comparison to nCloth or 3ds Max’s Fabric modifier.

The new skill to chop directly into your pattern, somewhat than having to hint all items first, is a particular workflow enchancment in each speed and consumer-palliness.

That is especially the case if you use it together with another new feature: Offset As Inside Line (Inset with out depth for any subdivision modeller), which in impact means more precision and easier creation and positioning of anything from fold lines to holes, not to mention the reduction it supplies in copy, pasting and placing.

The place this really shines, is if you use it along with Cut and use it with another new feature: Copy As Pattern, which means your cuts can now be reduce and copied as patterns as properly, quite than just inner lines.

There are a few different enhancements which really aid your workflow as nicely; imported meshes with bones are actually easier to pose, because of the rework of showing x-ray-bones somewhat than factors in the Avatar/Points foldout.

Show X-ray-Joints now allows bones to be edited or reset to the original pose. These features, along with the tweaked and visibly quicker simulation algorithm, makes this lots less trouble, and enjoyable to work with than earlier versions.

Import and export items have also acquired an overhaul. Now you can export in LXO format for Modo, and the Object Export menu has also obtained some much needed TLC; you now have an even bigger set of export options, including up to date quad thickness, XML metadata, and might export with inner line data, along with the new – however nonetheless simplistic – UV-information, which places all items of the meshes' pattern into a UV grid.