Model Perfect Wrinkled Cushions & Furniture With Marvelous Designer and 3ds Max
Model Perfect Wrinkled Cushions & Furniture With Marvelous Designer and 3ds Max

Okay, in this video I am going to show
you the magic that is Marvelous Designer + 3ds max for creating soft organic
couch cushions or other furniture or anything that you need to look soft and
have wrinkles in it and all that kind of stuff it’s a great workflow and one of
the focuses of what I’m gonna do here this method is keeping really nice quads
and really nice modeling clean modeling efficient modeling and maintaining good
edge loops and UVW unwrapping okay so what i’m doing here is starting with a
basic shape of a cushion like really basic and then i have a UV WVW unwrapped
on it I have other videos showing how to do that if you don’t know how it’s
actually a lot easier than it seems especially something simple like this
but if I open the UV editor inside of the unwrap UVW modifier you can see that
I have everything laid out as separate pieces of fabric and these will actually
translate into Marvelous Designer at least with Marvelous Designer eight they
will okay so these exact panels will come in two Marvelous Designer
if we export this properly so first up is to get everything unwrapped like this
and you’ll see why in just a second so we can take this basic shape which is
super easy to unwrap because it’s so basic and then we’ll just export it and
we’re gonna export it as an obj and save it I’m replacing an old one default
settings is fine export done okay that’s all we have to do here in Marvelous
Designer let’s open that up and we can import our obj here and what we want to
do is load it as an avatar first we can turn off automatically add arrangement
points because that’s for if we’re importing it onto a person we don’t need
that so turn it off hit OK and there is our avatar you can see it in grey over
here now what we’re going to do is just import again and this time we’re going to load it as
a garment and trace 2d patterns from UVW map so this is where our unwrap comes
into play hit OK and you’ll see it appear over here okay so there’s our
exact unwrap right there and everything all those panels are placed perfectly
right here on our object that’s the avatar I select these objects you can
see that I can move them away from the avatar and all my panels are sitting
right there okay so I’m actually going to do that with all of them move them
away a little bit from the Avatar now the only thing I don’t like about this I
mean this feature is awesome that it brings in panels I I’ve looked for a way
to turn off the sewing because the sewing rarely works exactly how I want
it to so I usually go back and do it manually so I wish I could just turn off
all the sewing when it comes in I haven’t found a way to do that yet so
let me know if you do the other thing is this panel comes in kind of reversed you
can see it’s a little darker than the others I actually want to flip it and
put it back into place so that it’s facing the same direction well so the
normal is facing out like the other pillows that way if we put pressure on
these panels to push in or out everything will be pointing in the same
direction otherwise this one would suck in while that one’s pushing out which we
don’t want okay so like I mentioned the sewing is not quite right you can see
that it’s not sewing all the way to the corner here so if we go to our edit
sewing tool what I’m gonna do is just delete this and show you a cool new
trick that is available with Marvelous Designer 8 and again I think it’s new
from our ballistas einer 8 okay so all the sewing is deleted and now we can
just go into the sewing tool and instead of guessing which side lines up with
which side over here and 2d we can now just sew in 3d which is awesome okay so
all we have to do is do it here and make sure those tick marks add up or
line up tick mark here take a marker there boom this corner needs to be done
– as do the other corners you can see how fast and easy this is sewing in here and then the last thing is the bottom so lines galore okay there we go all the
sewing is done the only other thing I’m going to do here is right click and go
to simulation properties over on this left panel over here and I’m going to
turn off the ground collision because I actually have this sitting below zero
and so I don’t want to get interfered with on the ground there so let’s just
turn off the ground for now ground collision off that’s what I want okay
and then let’s simulate see what happens okay so there’s our basic shape of a
cushion which is nice there’s a little bit of wrinkling going on so now all we
need to do is get get everything right in Marvelous Designer the way we want it
so we can do lots of different things one thing I think we will want to do is
actually not on this one though which ones that okay so I’m gonna select all
my panels except for the bottom and put a little pressure in them like two so
they all kind of start blowing out a little bit you can see if I put it
really high then that cushion starts getting really high you don’t want that
I think two is what I want here and then if you guys don’t know a lot of settings
in Marvelous Designer the way we can make this look more soft and organic is
one way to do it is to turn up these shrinkage and left and shrinkage warp
which is two different directions of how much this thing can basically stretch so
on this top one we select it and go to its properties here if we put this at
like 120 see what it does not can it can stretch like a whole bunch and if we put
this at 120 it’ll stretch the other direction a whole bunch so now I know
it’s although it’s only this big it’s stretching really far and getting really
expanding a lot for this cushion okay so that’s like a really soft beanbag type
thing these ones we can add a little shrinkage left and warp into them like
105 and then they’ll get they’ll expand and get all wrinkly to
okay those look good and then on the top let’s turn down that one because it’s
exaggerated so much – 105 105 okay so now we have a super wrinkly pillow
that’s nice actually okay I like it maybe we could
add a little more wrinkle edge to the top there something like that I like it
okay cool so now you can see we just use that avatar as kind of a base and we use
the UVW unwrapped as fabric panels and then sewed them together and made this
super cool simulation here okay so all we need to do is now export it back to
3ds max make sure everything is selected and export obj selected cushion from
Marvelous Designer will go with thin we will make it single object this is this
is one thing that we need to look at single object unwelded or multiple
objects and it will it will be unwelded there we can also do single object
welded oh yeah single welded because we’re actually
going to use retopo tools in here and this is going to be our actual model
anyway so a single welded is great you don’t want it unwelded actually so if we
import now import our cushion from MD important okay you can see that the
cushion is actually just in here we didn’t worry too much about the modeling
or anything or the subdivisions and we could have turned up the subdivisions
and Marvelous Designer you can take all these panels and turn up well actually
turned down the particle distance that makes it more tessellated okay you can
also go down and turn miscellaneous and these are the prop this is the
properties panel for each of these different panels I’ve got them all
selected so I’m gonna changing them all at one time I can say mesh type quad
okay and then I can put the particle distance to like ten and that makes it
way more high resolution and it puts it all to quads we actually don’t need to
worry about that because we’re not going to use this actual model we’re using it
as kind of morph target oh wow something got super
messed up about my scale let me fix that real quick okay make sure that you’re
exporting with the same units that you were using single object weld everything
good okay now when I import it this time it should be right on the money okay
very good so my original model the simplified one is actually sitting right
under here I’m gonna take it and make it well let’s convert it to Annette Polly
first and then let’s just make it slightly larger than our cushion here
and let’s do let’s make it slightly larger this way too and let’s do a reset
xform on it since we just scaled it give it to Polly
okay now what we’re going to do here is take that object we used for a marvelous
designer and go to freeform okay make sure it’s make sure this import is
converted to edit poly go to freeform and your ribbon tools and we’re going to
we’re going to use these tools these retopo tools here and use a conform
brush to conform this outer simplified mesh to this inner complicated mesh okay
so all we have to do is say instead of painting onto a grid we’re going to
paint onto an object drawn surface and then we can pick our complicated mesh
under here and it’s apparently called default great and then we can select
this poly and hit conform and it will actually start painting right onto that
that mesh right like that but it’s a little too simplified obviously it is
working but it’s too simplified okay so now what we want to do is go and kind of
add tessellation into this simplified one to match where we want all our nice
wrinkles and everything like that so the way that we can do that is let’s do one
turbosmooth on it okay one turbosmooth and now what we can
do is start going in and let’s convert it to edit poly and we can go in and
start using the cut tool to just start adding in tessellation okay and the way
to do that for wrinkles would just be to start here and go to here for example
the only thing you don’t want to do is stop so later if I want to add some
seams into this thing I want to be able to loop like this around the cushion if
I start cutting it and I stop my cut right on this nice line here then when
it turbosmooth again it will break up this line and I’ll know be able to no
longer be able to loop that selection there okay so just keep that in mind
I’ll I’ll show you what I mean if I turbosmooth here okay now we have a nice
tessellation there these are all quads if I left it like this and put it right
here on this edge and then turbosmooth now when I try to select this let’s see okay if I converted this to an edit poly
and then it’s tried to select a loop here it’ll end right there okay so if I
have a bunch of cuts that are ending right on that edge I want that edge loop
I want to select later for my seams it’s gonna be distorted and it’s not gonna
select easily so anyway I just avoid stopping my cuts there altogether and
that’s kind of handy anyway because like you don’t want to wrinkle just a wrinkle
just to stop with that line anyway you want them to kind of nicely go around
the corners so that’s fine let’s go back to our cut tool and just go and cut this
thing up and try to match kind of some of the detail that is showing below or
there’s a lot of wrinkles we need more cuts where there’s no wrinkles we don’t
need any cuts and that will keep our model super efficient when we go to
finally turbosmooth it so I will pause the video while I go in
do a bunch of cuts in here and I’ll be back in a sec okay I’m just still
cutting away here nice cut there I’ll do a cut this way so
I want lots of cuts along these edges and along these sides of the pillow okay
so just like this all the way around and when it turbosmooth it’s going to look
like this okay so we’ll add nice detail where all
those wrinkles want to be perfect so okay this time for real I’m gonna keep
it pause so I’m gonna go do all these cut okay I’ve got a lot of the cuts done
just kind of freestyling here a little bit just picking random edges okay
another thing you can do that I didn’t mention though is that you can also
select like large swaths of your model okay and you can go to tessellate which
is the thing in here right there boom okay so that just adds more geometry to
that area and then you turbosmooth it’s still all quads okay so you can add a
ton of detail right there so let’s leave this like this for now actually take out
the tessellation okay and let’s just go in and start painting this thing just
save it as it is so let’s go in and start we need to convert it to an edit
poly and remember because it’s already unwrapped then go in and look we’ll see
that we still have a perfect unwrap here which is awesome it makes it really easy
to apply some sort of fabric to this with a pattern on it no problemo okay
and now we can conform it and make a bunch of cool wrinkles in it too make sure you paint pretty perpendicular
to the underlying model and this is just to make really clean geometry for you
while still maintaining the organic shape and or and maintaining your your
edges and maintaining your uvw unwraps everything is maintained and you still
have the ability to go back and edit this thing because the topology is so
clean okay so you can be a lot more careful about all this stuff where you
put your cuts and everything how closely your your a simplified model matches the
outline of your Marvelous Designer model all those things come into play here on
how this is going to turn out but let’s look at what we’ve got here so that’s a
pretty cool model okay see on the edges because I didn’t align it up too well it
comes out kind of getting some weird creases in here we can also do something
like a relaxed okay and that causes us to lose some of the details but we could
come back down and can form it again get it right on there conform it again okay
so you can see how this can work let’s do some more conforming after we did it
relax add some more detail in there we can even turbosmooth it more add some
more cuts whatever we want to do if we want to add more detail okay but there
you go there’s a really nice efficient quad model that matches this kind of
nasty one that came out of Marvelous Designer quite well okay and then so
what I would do now is go in here take this and we can do our loops and we we
ended one right on the edge there like I said not to do dang it okay but in
general selecting our loops is pretty good actually we’re on the wrong one
that’s why maybe loop it up here yeah there we go loop you can see
because the fact that we have these nice edge loops maintained here kind of is
really helpful when we want to go back in and remodel so we could do a extruder
and just kind of give it some width give it some of that it’s one way to create a
little seam there and then do one last turbo smooth okay there is a nice clean
model with some nice wrinkles look at that that is a soft looking pillow okay
so there you have it that’s that’s one technique for making really clean nice
fully unwrapped wrinkly cushions so get in clay mode there you go okay
hope you liked it

24 thoughts on “Model Perfect Wrinkled Cushions & Furniture With Marvelous Designer and 3ds Max”

  1. mae says:

    Looks dopeeee!!

    You should do a lightmass settings only tutorial..finished both of your unreal courses but for some reason i cannot get a clean movie renders..

    Thank you in advanced. This video is dopeee

  2. Deepak Chauhan says:

    Hi, Video is nice, Thanks for sharing freeform tools, But instead of going to do manual editing for the quad mesh. Marvelous Designer is having already quad mesh option in MD8. Where we can adjust the smoothing groups in MD itself.

  3. Galduroo says:

    You know that MD has quads as well right?

  4. Manuel Seger says:

    ok, you did it, but it's a bit complicated… watch this artist doing it. it's mind blowing…

  5. THE SUPER ELITE says:

    Hello, I'm running marvelous designer on intel hd620 graphics and it keeps crashing. Is there anyway i can use MD on integrated graphics without it keep crashing…?

  6. Alex McPherson says:

    Wow simply amazing stuff Adam!

  7. Григорий Мельник says:

    I really don't like it, when listening to music at work, it is interrupted by advertising that is useless to me. Nothing personal, you need to better target. +1 dislike for all videos)

  8. FunHouse z says:

    This is one of the best MD tutorials on youtube, GREAT JOB!

  9. Rafael Adamy says:

    hey dude, what if you flip the normals, or flip the uvw even of that panel that comes upside down?

  10. Cliff burton says:

    the sewing lines leave some deformations in my model. why is that happening? look

  11. Meadow Maker says:

    You can either: flip horizontally (Command G), right click and choose flip vertically Flip Normals: Edit>Context Menu>3D Garment>Flip Normals, this is easier than trying to turn a piece of material around especially if the sewing had been good.

  12. jintat87 says:

    I have a question. I can see that your final re-topo model, the poly count seems like almost the same with your exported model from MD. If you wanted the model to be quad, can't you just choose quad under misc tab at 9:06? And how about the new remeshing (Beta). Is it any good?

  13. M Dony says:

    @learn Arch Viz, you can flip normal in MD if you see the surface is a little darker instead of rotating it.

  14. Brian Fordhamm says:

    Cool! Can it be done in Maya?

  15. gopal v says:

    whenever i import the cube its faces are separated like uv map in 3d space. why?

  16. Awakening Animations says:

    You are taking a very long and not that accurate way of projecting the clean mesh onto the MD simulated mesh. You can use the skin wrap modifier and set it to UV space. because both the clean mesh and simulated mesh both share the same UV coordinates this option is perfect because with one click it looks at the UV and then morphs the mesh to fit perfectly 🙂 Hope it speeds up your workflow!!

  17. Erick Chandra says: << try this…

  18. Gizmo Beam says:

    simple and effective tutorial!
    thanks for sharing 😀

  19. F Lash says:

    Savior of a video… Mucho thanks

  20. RepublicanMug says:

    I'm pretty sure you can flip normals with right click.

  21. Giorgio Deleo says:

    Hi! This content it’s also included into your training course about furniture modelling in max? It include more contents than this playlist?


  22. OneBs Channel says:

    3ds max 2020 sofa modeling

  23. Close Enough Productions says:

    I was struggling with this is in MD and I realized I was importing in mm instead of inches… D`=

  24. Mahmoud Zaefi says:


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