· Use clothing patterns as the basis for real-world clothing that reflects both fabric type and clothing pattern.
· Define the type of cloth either by setting up its properties or selecting from a list of cloth types, including like silk, cotton, and wool: Clothing will behave as it would in the real world depending on the material.
· Build real, tailor-made clothes, not just baggy, draped cloth! You can even create inner seam lines for pleats and vents.
· Save and share cloth preset types to drive artist productivity and ensure that clothing is consistent when using the same fabrics on different cloths, characters, etc.
· Access most Cloth functions with Maxscript: TDs will be able to script tools to enhance their production pipelines.
Three games which used 3ds Max in its production are "Assassins Creed", "Tomb Raider Legend" and the "Prince of Persia The Two Thrones".
I have chosen these particular games because they were all produced after the cloth modifier was made available in the program and because they all include what appears to be CG cloth.

Assassins Creed, Ubisoft 2008

Tomb Raider Legend, Eidos 2006

Prince of Persia, Ubisoft 2005
Although I cannot proove that these effects were created by the cloth modifier in Max, From my experimentations I now know that I could create these effects with it.
I hope to Post the results of my experiments when I have figured out how to take videos of live animation from 3DS Max.
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