Cloth Creation and Simulation for Real-Time | CG Master Academy

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Cloth Creation and Simulation for Real-Time

An 8-week course on creating high-quality garments for real-time integration

Course overview Course overview

Course Overview


This practical class is about preparing students to be able to handle complicated cloth creation projects. It covers the full workflow commonly employed in video games from the basics of sketching a garment in Zbrush to recreating it in Marvelous Designer. To this end, a wide range of Marvelous Designer creation techniques will be explored, including a technique referred to as "Virtual Reconstruction" technique, which is based on an approach used by real-life fashion designers. A few Zbrush detailing techniques will also be explored to bring a sense of realism and life to the garments. At the end of the class students will have all the knowledge necessary to create complicated Marvelous Designer garments to a very high quality.

This course will be available in its first term at the introductory price of $699.


Course Format:   Live Format
Lecture Type:   Live Format
Feedback:   Individual recordings
Duration:   8 weeks
Assignment:   Due each week. Expect to spend 10-20 hrs/wk viewing lectures, q&a, and time on assignments.
Q&A:   Live Format
Materials:   Maya, Zbrush, Marvelous Designer, Xnormal, Blender, Substance Painter, Unreal Engine 4.
Skills level:   Intermediate
Prerequisites:   Intermediate knowledge of Maya and Zbrush. Course Recommendations: Intro to Production Modeling, ZBrush Iteration for Concept

Cloth Creation and Simulation for Real-Time WHAT YOU’LL LEARN

What you'll learn

The more you know, the better.

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Course overview | Important cloth terminology | Anatomy of folds
Introduction to Marvelous Designer UI | Overview of different Marvelous Designer workflows | Internal lines and their multiple uses | Controlling seam angles | Creating a simple pleated skirt | Choosing a concept and building a proper mood board
Virtual Reconstruction technique at a glance | Discussing proper seam and dart placement | Sketching a garment using Dynamesh | Splitting a sketch in polygroups | Unwrapping a sketch and importing it in Marvelous Designer
Analyzing the garment's fit | Iterating between Zbrush and MD | Adding rigid elements such as collars | Adding puffy elements | Testing out the cloth simulation with different animations
Creating high quality seams | Creating lacings | Creating ruffles | Creating tight wrappings | Improving stability and performance
Adjusting MD's physical properties values | Adding or removing folds using the steaming feature or shrinkage values | Retopology inside Marvelous Designer | Integrating high resolution data back in Zbrush
Improving fold expression in Zbrush using sculpting brushes | Adding memory wrinkles and other tertiary details | Discussing proper retopology workflow and results for a game-ready asset | Unwrapping the garment
Importing the low-resolution garment into Substance Painter | Baking out the high-resolution garment | Presenting a material-based workflow for texture creation | Comparing material data from multiple sources
Importing the textured garment in UE4 | Exploring the Material Editor and many of Epic's available example data | Creating a custom material shader | Lighting and rendering our garment

Taking your skills to the next level

Laura Gallagher is a former Lead Character Artist, both at Guerrilla Games in Amsterdam and at Eidos Montreal in Canada. She studied 3D at the Canada-based NAD Centre in 2007 and started working at Eidos Montreal shortly after graduating. There, she worked on multiple franchises such as Deus Ex and Tomb Raider for almost ten years while climbing from Junior to Lead. While at Eidos she participated in a collaboration with Open Bionics on the production of real prosthetics for disabled individuals, which is one of the accomplishments she's the proudest of. She left Eidos to work abroad at Guerrilla Games for a few years, eventually leaving in order to try out the freelance life. On top of her twelve years working inside video game studios, she started teaching professionally in 2012 by giving character art classes at NAD, now a brick-and-mortar university. Since then she accumulated a diverse range of other teaching experiences, including giving online workshops, privately mentoring individuals and consulting for studios on how to improve their character creation techniques. She’s always eager to help fellow artists improve themselves and she believes it is key for aspiring artists not only to develop their artistic and technical abilities, but also to develop their critical thinking and problem-solving skills in order to overcome any difficult 3D production and design challenge.


May 3rd!

spring TERM Registration

Feb 10, 2020 - Apr 29, 2020




May 3rd!

Pricing & Schedule

Even though our courses are the most affordable for the quality of education.

These Finance Options allow you to focus on your goals instead of the barriers that keep you from reaching them.

Employer Reimbursement

Animation Guild CSATTF

Payment Plan

Companies that hire our students

  • Naughty Dog
  • Luma Pictures
  • Google
  • EA Games
  • DreamWorks Animation
  • Blizzard Entertainment

environment design Benefits


What makes this learning experience unique?

Personal Feedback

Receive personal individual feedback on all submitted assignments from the industries best artist.

1+ Year Access

Enjoy over 365 days of full course access. This includes all lectures, feedback, and Live Q&A recordings.

Certificate of Completion

Earn a Certificate of Completion when you complete and turn in 80% of course assignments.

Flexible Learning

Learn anywhere, anytime, and at your own pace with our online courses.

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