Fabric & Upholstery

Started by 78finn, February 21, 2013, 03:36:06 PM

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Just looking at an example of fabric that has been rendered in Keyshot  (taken from the Keyshot online gallery).  Its of an Adidas jacket (see attached).

Just wondering how this is done? The ripples in the fabric look incredibly realistic.

Are the creases in the fabric modeled/physical geometry (using deformers etc)? Or have bump maps been placed over smooth/simplistic geometry?

Does anyone have any documentation or tips on how to go about doing this type of work. I do a lot of upholstery for baby products and its always something of a nightmare. I imagine the secret is to have incredibly well photographed / worked up images to use as pump maps etc. Is this the case?


My guess is that this is 99% modeled.


I thought what might have been done was thus:

1. Create Smooth Geom,
2. Photograph similar style top with creases, ripples etc
3. then apply as a bump/texture map?

If its really geom...well that's just depressing & time consuming : (

Has anyone got any good examples of other fabrics like this. I'm after after some tips re: texture and bump mapping on fabric and parallel.


If I remember correctly the model of that image was created in Marvelous Designer.

It takes care of the 3D draping for you. ;) That should make the process of creating the wrinkles much simpler...
Cloth design functions are pattern-based.



it looks like a nice sculpt done in zbrush....although some of the wrinkles appear to be a little too 'hand made' to my eyes and not so natural..but regardless still a very nice work or modeling, textures/shaders and render.
Depending on your needs and pipeline you can go down that way but doing a nice sculpt and then reconstruct a proper topology before proceeding with Uvs  and then textures.
Or if time is short and you re not much into sculpting digitally, you could give a try to the software that DriesV mentioned or as another alternative, shoot your items with plenty of pictures from all angles and reconstruct the mesh with softwares like agisoft photoscan.  This way , depending on how you shoot the pics and how well want things to be, you could as well get a model already enough good to render with textures on as well generated at the same time as the mesh (well...its the following step) , or you take then that photoreconstruction, bring it zbrush or mudbox, clean it up, reconstruct the topology , do uvs, transfer the texture on the new mesh and render the hell out of it :) 
its not depressing...its fun....time consuming...maybe...depending on your experience and how fast you work ;)
nothing good comes for free and fast.


Some good options there, thanks for the reply. Think I will check out Marvelous Designer & give that a try out.

And yes, I would spend the time experimenting & 'sculpting' if i had the time. But as a product / industrial designer that works for a consultancy, very rarely do we ever have the luxury or budget to spend time on such things. Working in house for someone like Adidas, which I have done as it happens : ) well thats a different matter entirely...you are essentially an overhead & time is less of a factor. Which is why Keyshot is especially good for Design Consultancies! We used to spend days using up our budgets messing around with programs like 3D Studio Max. Now its just point and click! Sounds lazy, but it really depends on what your priorities are. Unfortunatly, money is priority.