用户故事
用户故事
看看 Marvelous Designer 如何助力创作
看看 Marvelous Designer 如何助力创作
了解创作者如何运用 Marvelous Designer。
了解创作者如何运用 Marvelous Designer。
精选文章

Beyond Garments: Daidi’s Experimental Work with Marvelous Designer
Beyond Garments: Daidi’s Experimental Work with Marvelous Designer
For daidi319 , Marvelous Designer is more than a garment-making tool. Through historical research, cloth simulation, and continuous experimentation, he uses its physical qualities to develop costumes, moving structures, and unexpected visual forms. Welcome to the Marvelous Designer Artist Interview! Could you start by briefly introducing yourself and telling us what you're currently focusing on in your creative practice? I'm daidi319, a digital artist who works anonymously. My practice centers on moving-image works and interactive physical installations. Which parts of your work involve Marvelous Designer? For example, character costumes, dynamic cloth, occluding structures, or conceptual visual installations. I first started using Marvelous Designer while making 清 QING CCTV . The shor
For daidi319 , Marvelous Designer is more than a garment-making tool. Through historical research, cloth simulation, and continuous experimentation, he uses its physical qualities to develop costumes, moving structures, and unexpected visual forms. Welcome to the Marvelous Designer Artist Interview! Could you start by briefly introducing yourself and telling us what you're currently focusing on in your creative practice? I'm daidi319, a digital artist who works anonymously. My practice centers on moving-image works and interactive physical installations. Which parts of your work involve Marvelous Designer? For example, character costumes, dynamic cloth, occluding structures, or conceptual visual installations. I first started using Marvelous Designer while making 清 QING CCTV . The shor
2026年9月30日
2026年9月30日

Bringing Ancient History to Life with Marvelous Designer: An Interview with Pablo Aparicio Resco
Bringing Ancient History to Life with Marvelous Designer: An Interview with Pablo Aparicio Resco
Ever wondered how 3D digital technology can breathe fresh life into ancient history? Step inside Pablo Aparicio Resco's creative process to discover how he uses Marvelous Designer to transform complex Roman tunics and togas into stunning, painterly 2D-style illustrations that tell rich human stories! Could you briefly introduce yourself and tell us about the "PAR - Arqueología y Patrimonio Virtual" infographic project? My name is Pablo Aparicio Resco, and for more than ten years I have been working at the intersection of archaeology and technology through the scientific virtual reconstruction of the past. Although my personal brand is PAR – Archaeology and Virtual Heritage ( www.parpatrimonio.com ), in 2021 we launched the company 3D Stoa – Heritage and Technology ( www.3dstoa.com ), th
Ever wondered how 3D digital technology can breathe fresh life into ancient history? Step inside Pablo Aparicio Resco's creative process to discover how he uses Marvelous Designer to transform complex Roman tunics and togas into stunning, painterly 2D-style illustrations that tell rich human stories! Could you briefly introduce yourself and tell us about the "PAR - Arqueología y Patrimonio Virtual" infographic project? My name is Pablo Aparicio Resco, and for more than ten years I have been working at the intersection of archaeology and technology through the scientific virtual reconstruction of the past. Although my personal brand is PAR – Archaeology and Virtual Heritage ( www.parpatrimonio.com ), in 2021 we launched the company 3D Stoa – Heritage and Technology ( www.3dstoa.com ), th
2026年9月22日
2026年9月22日

RAID: Shadow Legends Alice Fan Art Reinterpreted Through the Detailed Synergy of Marvelous Designer and ZBrush
RAID: Shadow Legends Alice Fan Art Reinterpreted Through the Detailed Synergy of Marvelous Designer and ZBrush
Introducing 3D character artist Dahye Han 's workflow for her RAID: Shadow Legends Alice fan art—rapidly capturing garment silhouettes using Marvelous Designer's intuitive simulation, then perfecting realistic textures and layered details with ZBrush and Substance Painter. Software used: ZBrush - Sculpting 3ds Max - Modeling & Retopology & UV-Unwrapping & Ornatrix Marvelous Designer - Cloth simulation Substance 3D Painter - Texturing Marmoset Toolbag - Baking & Lighting & Rendering Photoshop - Retouching Artist Introduction Hello! My name is Dahye Han. After graduating with a degree in Industrial Design, I worked as an advertising designer before developing an interest in character modeling out of a desire to create characters I personally love. This inspired me to
Introducing 3D character artist Dahye Han 's workflow for her RAID: Shadow Legends Alice fan art—rapidly capturing garment silhouettes using Marvelous Designer's intuitive simulation, then perfecting realistic textures and layered details with ZBrush and Substance Painter. Software used: ZBrush - Sculpting 3ds Max - Modeling & Retopology & UV-Unwrapping & Ornatrix Marvelous Designer - Cloth simulation Substance 3D Painter - Texturing Marmoset Toolbag - Baking & Lighting & Rendering Photoshop - Retouching Artist Introduction Hello! My name is Dahye Han. After graduating with a degree in Industrial Design, I worked as an advertising designer before developing an interest in character modeling out of a desire to create characters I personally love. This inspired me to
2026年9月9日
2026年9月9日

Fabric as Storytelling in The Abandoned Orphanage
Fabric as Storytelling in The Abandoned Orphanage
3D Environment Artist Ana Vien shares how Marvelous Designer helped bring believable fabric, aged curtains, and quiet narrative detail into her real-time scene, The Abandoned Orphanage. Software Used Blender - Modeling Marvelous Designer - Cloth Simulation Substance Painter - Texturing Unreal Engine - Lighting & Rendering Could you briefly introduce yourself and your current focus as a 3D Environment Artist? Hi everyone, my name is Ana, and I'm a 3D Environment Artist. My current focus is level art: building spaces with strong visual composition and storytelling at their core. Could you introduce The Abandoned Orphanage and share how the idea evolved during production? At first, the project consisted of a single corridor. It was created for The Rookies: Shadows challenge and fea
3D Environment Artist Ana Vien shares how Marvelous Designer helped bring believable fabric, aged curtains, and quiet narrative detail into her real-time scene, The Abandoned Orphanage. Software Used Blender - Modeling Marvelous Designer - Cloth Simulation Substance Painter - Texturing Unreal Engine - Lighting & Rendering Could you briefly introduce yourself and your current focus as a 3D Environment Artist? Hi everyone, my name is Ana, and I'm a 3D Environment Artist. My current focus is level art: building spaces with strong visual composition and storytelling at their core. Could you introduce The Abandoned Orphanage and share how the idea evolved during production? At first, the project consisted of a single corridor. It was created for The Rookies: Shadows challenge and fea
2026年9月3日
2026年9月3日

Marvelous Designer in Game Production: NPC Clothing for Tides of Tomorrow
Marvelous Designer in Game Production: NPC Clothing for Tides of Tomorrow
Tides of Tomorrow is a narrative adventure set in a colorful post-apocalyptic ocean world, where every community needs to feel distinct and alive. For Clothilde Chopin and the DigixArt team, NPC clothing became a key production challenge: creating visual variety at scale while keeping the pipeline efficient and flexible. In this User Spotlight, Character Artist Clothilde Chopin shares how Marvelous Designer supported the NPC clothing workflow for Tides of Tomorrow , from early garment creation and faction identity to final in-game assets. Software used: Marvelous Designer – Cloth Creation Zbrush – Modeling Maya - Retopology & UV unwrapping Substance Painter – Texturing Unreal Engine - Lighting & Rendering Could you briefly introduce yourself and your role as a Character Artist
Tides of Tomorrow is a narrative adventure set in a colorful post-apocalyptic ocean world, where every community needs to feel distinct and alive. For Clothilde Chopin and the DigixArt team, NPC clothing became a key production challenge: creating visual variety at scale while keeping the pipeline efficient and flexible. In this User Spotlight, Character Artist Clothilde Chopin shares how Marvelous Designer supported the NPC clothing workflow for Tides of Tomorrow , from early garment creation and faction identity to final in-game assets. Software used: Marvelous Designer – Cloth Creation Zbrush – Modeling Maya - Retopology & UV unwrapping Substance Painter – Texturing Unreal Engine - Lighting & Rendering Could you briefly introduce yourself and your role as a Character Artist
2026年8月26日
2026年8月26日

Evil Jester
Evil Jester
From Sewing Machines to Marvelous Designer: How Think Tank Graduate Sia Melnychenko Merges Her Lifelong Passion for Sewing with MD to Create High-End Characters. Software Used: Zbrush - Blockout, Sculpting Marvelous Designer - Garment Creation Maya - Retopology, UV-unwrapping, xGen Interactive Groom Marmoset Toolbag - Baking Substance Painter - Texturing Unreal Engine - Character Setup(simulations, physics), Lighting & Rendering Could you briefly introduce yourself and tell us about the "Evil Jester" project? My name is Sia and I’ve been learning 3D Character Art for 3 years. I was always into arts and crafts, but I was also a big fan of video-games. I think deep down I always knew what I wanted to do for work: growing up one of my favorite games was The Sims 2, where I’d alw
From Sewing Machines to Marvelous Designer: How Think Tank Graduate Sia Melnychenko Merges Her Lifelong Passion for Sewing with MD to Create High-End Characters. Software Used: Zbrush - Blockout, Sculpting Marvelous Designer - Garment Creation Maya - Retopology, UV-unwrapping, xGen Interactive Groom Marmoset Toolbag - Baking Substance Painter - Texturing Unreal Engine - Character Setup(simulations, physics), Lighting & Rendering Could you briefly introduce yourself and tell us about the "Evil Jester" project? My name is Sia and I’ve been learning 3D Character Art for 3 years. I was always into arts and crafts, but I was also a big fan of video-games. I think deep down I always knew what I wanted to do for work: growing up one of my favorite games was The Sims 2, where I’d alw
2026年8月20日
2026年8月20日

Pushing Boundaries: 3D Artist Gergő Pfeiffer’s Bold Creativity
Pushing Boundaries: 3D Artist Gergő Pfeiffer’s Bold Creativity
In our recent student pricing promotion , we had the pleasure of highlighting the work of Gergő Pfeiffer, a Budapest-based Hungarian 3D artist whose stylish and boundary-pushing creativity perfectly captures the trendsetting spirit we wanted to share with aspiring creators. Software Used: Blender – Modeling & Final Rendering Marvelous Designer – Cloth Simulation & Animation Substance Painter – Texturing Artist Introduction Hi, I'm Gergő Pfeiffer , a Hungarian 3D artist currently based in Budapest. I studied graphic design originally, but over the past few years, I have worked mainly as a freelance artist on fashion and product-related CG work, directly for clients or through studios. My main area of expertise is digital garment creation and texture-driven work, but I'm alwa
In our recent student pricing promotion , we had the pleasure of highlighting the work of Gergő Pfeiffer, a Budapest-based Hungarian 3D artist whose stylish and boundary-pushing creativity perfectly captures the trendsetting spirit we wanted to share with aspiring creators. Software Used: Blender – Modeling & Final Rendering Marvelous Designer – Cloth Simulation & Animation Substance Painter – Texturing Artist Introduction Hi, I'm Gergő Pfeiffer , a Hungarian 3D artist currently based in Budapest. I studied graphic design originally, but over the past few years, I have worked mainly as a freelance artist on fashion and product-related CG work, directly for clients or through studios. My main area of expertise is digital garment creation and texture-driven work, but I'm alwa
2026年7月14日
2026年7月14日

Inside Crytek’s Workflow: Building the World of Hunt: Showdown 1896
Inside Crytek’s Workflow: Building the World of Hunt: Showdown 1896
In this exclusive interview, Sven Ulrich , Senior Hard Surface Artist at Crytek, shares how his team leverages Marvelous Designer to build immersive, believable environments for the dark world of Hunt: Showdown 1896 . Whether constructing modular fabric fences or rugged command tents, Sven breaks down his production process and shares essential tips on art-directing digital cloth. Could you please introduce yourself and share a bit about your role in the development of Hunt: Showdown 1896? I’m Sven Ulrich , Senior Hard Surface Artist at Crytek. Whilst I’m in the Hard Surface team, we’re split up further into two teams; weapons and props. I’m part of the props team. I act as a connection point between various departments, such as game design & environment art, making sure the needs
In this exclusive interview, Sven Ulrich , Senior Hard Surface Artist at Crytek, shares how his team leverages Marvelous Designer to build immersive, believable environments for the dark world of Hunt: Showdown 1896 . Whether constructing modular fabric fences or rugged command tents, Sven breaks down his production process and shares essential tips on art-directing digital cloth. Could you please introduce yourself and share a bit about your role in the development of Hunt: Showdown 1896? I’m Sven Ulrich , Senior Hard Surface Artist at Crytek. Whilst I’m in the Hard Surface team, we’re split up further into two teams; weapons and props. I’m part of the props team. I act as a connection point between various departments, such as game design & environment art, making sure the needs
2026年7月7日
2026年7月7日

概念设计师睫毛:一人构筑复古科幻《失乐园》,他把历史语法画成未来语言
概念设计师睫毛:一人构筑复古科幻《失乐园》,他把历史语法画成未来语言
概念设计师睫毛 (Eyelashes) 来自中国,目前以自由概念设计外包与个人 IP 创作为主。他的作品常以 3D 流程推进,在完整的世界观搭建中寻找更鲜明的个人表达。 在《Paradise Lost 失乐园》中,他将复古未来、旧贵族、庄园之下的禁忌之城、欲望与腐朽编织成一套完整的视觉叙事。华丽不再只是装饰,冷峻也不只是科幻质感;两者共同指向一个停滞在过去与未来夹缝中的世界。 这一次,我们和睫毛聊了聊《失乐园》的灵感来源、视觉语言、角色服装设计,以及 Marvelous Designer 如何参与他的概念设计流程。 可以先简单介绍一下您自己,以及目前主要关注的创作方向吗? 睫毛:大家好,我是一名来自中国的自由概念设计师,大家可以叫我睫毛或 Eyelashes。 平时我主要从事概念设计外包,也会在空闲时间创作一些个人 IP。目前我的个人作品以 3D 流程为主,因为它能比较好地展现我的设计和想法。 现阶段,我会更关注以科幻为主的世界观创作。也希望未来能逐渐形成更加鲜明、完整的个人风格。 《Paradise Lost 失乐园》的世界观非常完整。这个概念最初是从哪里开始的? 睫毛:这个概念的想法很有趣。最早的灵感来自《大开眼戒》《圣山》和《2001:太空漫游》这几部电影,它们让我对复古科幻产生了兴趣。 《大开眼戒》中面具背后的隐秘欲望,《圣山》里癫狂而神圣的仪式感,以及《2001:太空漫游》中静默、惊悚的科幻气质,都和我想表达的主题很契合。 于是我把这些调性和自己的想法结合在一起:在一个复古未来的架空世界里,旧贵族沉湎于最后的荣光。罪恶与欲望浇筑于庄园之下,构筑出一座只供自身享乐的禁忌之城,代号“失乐园”。这个世界停滞在过去与未来的夹缝中,旧贵族早已腐朽,却依然沉迷于永不满足的贪婪与享乐。 作品中既有旧贵族的华丽感,也有未来主义的冷峻气质。您是如何建立这套视觉语言的?
概念设计师睫毛 (Eyelashes) 来自中国,目前以自由概念设计外包与个人 IP 创作为主。他的作品常以 3D 流程推进,在完整的世界观搭建中寻找更鲜明的个人表达。 在《Paradise Lost 失乐园》中,他将复古未来、旧贵族、庄园之下的禁忌之城、欲望与腐朽编织成一套完整的视觉叙事。华丽不再只是装饰,冷峻也不只是科幻质感;两者共同指向一个停滞在过去与未来夹缝中的世界。 这一次,我们和睫毛聊了聊《失乐园》的灵感来源、视觉语言、角色服装设计,以及 Marvelous Designer 如何参与他的概念设计流程。 可以先简单介绍一下您自己,以及目前主要关注的创作方向吗? 睫毛:大家好,我是一名来自中国的自由概念设计师,大家可以叫我睫毛或 Eyelashes。 平时我主要从事概念设计外包,也会在空闲时间创作一些个人 IP。目前我的个人作品以 3D 流程为主,因为它能比较好地展现我的设计和想法。 现阶段,我会更关注以科幻为主的世界观创作。也希望未来能逐渐形成更加鲜明、完整的个人风格。 《Paradise Lost 失乐园》的世界观非常完整。这个概念最初是从哪里开始的? 睫毛:这个概念的想法很有趣。最早的灵感来自《大开眼戒》《圣山》和《2001:太空漫游》这几部电影,它们让我对复古科幻产生了兴趣。 《大开眼戒》中面具背后的隐秘欲望,《圣山》里癫狂而神圣的仪式感,以及《2001:太空漫游》中静默、惊悚的科幻气质,都和我想表达的主题很契合。 于是我把这些调性和自己的想法结合在一起:在一个复古未来的架空世界里,旧贵族沉湎于最后的荣光。罪恶与欲望浇筑于庄园之下,构筑出一座只供自身享乐的禁忌之城,代号“失乐园”。这个世界停滞在过去与未来的夹缝中,旧贵族早已腐朽,却依然沉迷于永不满足的贪婪与享乐。 作品中既有旧贵族的华丽感,也有未来主义的冷峻气质。您是如何建立这套视觉语言的?
2026年7月3日
2026年7月3日

Persian Female Warrior - Real-time Character
Persian Female Warrior - Real-time Character
Step into a real-time character creation journey inspired by Netflix's 'Jibaro'! Join character artist Juhwan Jeon as he explores new creative horizons by blending AI technology with traditional 3D pipelines. Please introduce yourself briefly and tell us what inspired you to start 3D design. Hello. My name is Juhwan Jeon, and I am currently working as a character artist in the gaming industry. I have loved animation and games since childhood, and was particularly fascinated by the process of realizing ultra-realistic graphics, which led me to pursue 3D design. This interest naturally guided me to major in a related field at university. Today, I specialize in creating game characters based on real-time rendering. Could you tell us about the project you have recently worked on? For a recen
Step into a real-time character creation journey inspired by Netflix's 'Jibaro'! Join character artist Juhwan Jeon as he explores new creative horizons by blending AI technology with traditional 3D pipelines. Please introduce yourself briefly and tell us what inspired you to start 3D design. Hello. My name is Juhwan Jeon, and I am currently working as a character artist in the gaming industry. I have loved animation and games since childhood, and was particularly fascinated by the process of realizing ultra-realistic graphics, which led me to pursue 3D design. This interest naturally guided me to major in a related field at university. Today, I specialize in creating game characters based on real-time rendering. Could you tell us about the project you have recently worked on? For a recen
2026年6月25日
2026年6月25日
Where Imagination Takes Shape: 3DCG Artist Kota Yamaji on Cloth Simulation and Digital Fashion with Marvelous Designer
Where Imagination Takes Shape: 3DCG Artist Kota Yamaji on Cloth Simulation and Digital Fashion with Marvelous Designer
Kota Yamaji is a 3DCG artist and illustrator whose work lives at the intersection of fashion and visual arts. Once a graduate of Tama Art University's Department of Graphic Design, and currently a lecturer, he builds boldly colored figures whose garments feel both impossible and convincingly real. Working with Marvelous Designer, Cinema 4D, and ZBrush, Kota uses cloth simulation to chase a kind of realism that pure sculpting can't easily reach. Drawing on his portfolio " Digital Fashion Project ," we talk with him about his encounters with digital art and Marvelous Designer, where his ideas come from, and how he thinks about the future of digital fashion. Meet the artist First, please introduce yourself to the community. My name is Kota Yamaji. After graduating from the Department of
Kota Yamaji is a 3DCG artist and illustrator whose work lives at the intersection of fashion and visual arts. Once a graduate of Tama Art University's Department of Graphic Design, and currently a lecturer, he builds boldly colored figures whose garments feel both impossible and convincingly real. Working with Marvelous Designer, Cinema 4D, and ZBrush, Kota uses cloth simulation to chase a kind of realism that pure sculpting can't easily reach. Drawing on his portfolio " Digital Fashion Project ," we talk with him about his encounters with digital art and Marvelous Designer, where his ideas come from, and how he thinks about the future of digital fashion. Meet the artist First, please introduce yourself to the community. My name is Kota Yamaji. After graduating from the Department of
2026年6月19日
2026年6月19日

Recreating the Richness of Traditional Indian Costume with Marvelous Designer
Recreating the Richness of Traditional Indian Costume with Marvelous Designer
Meet Vaibhav Negi , a CGI industry veteran with 10+ years of experience and a member of Marvelous Designer. In this spotlight, Vaibhav shares how he brought a photoreal character inspired by India’s traditional ritual, Bhoota Kola, to life. Discover how he utilized Marvelous Designer for over 80% of the asset—from complex layered garments to a brilliant workaround for creating intricate flower garlands and straw skirts using lightweight, production-ready workflows. Software Used Blender – lighting, texturing, Rendering Marvelous Designer – Cloth Simulation & Animation Artist Introduction Hey, I’m Vaibhav. I feel like an imposter here because I’m part of Marvelous Designer’s internal design team. That said, long before I joined the company, I was already a strong believer in the so
Meet Vaibhav Negi , a CGI industry veteran with 10+ years of experience and a member of Marvelous Designer. In this spotlight, Vaibhav shares how he brought a photoreal character inspired by India’s traditional ritual, Bhoota Kola, to life. Discover how he utilized Marvelous Designer for over 80% of the asset—from complex layered garments to a brilliant workaround for creating intricate flower garlands and straw skirts using lightweight, production-ready workflows. Software Used Blender – lighting, texturing, Rendering Marvelous Designer – Cloth Simulation & Animation Artist Introduction Hey, I’m Vaibhav. I feel like an imposter here because I’m part of Marvelous Designer’s internal design team. That said, long before I joined the company, I was already a strong believer in the so
2026年6月16日
2026年6月16日