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Workshop

Creating Realistic Fabric & Clothing for Games

A Workshop
by Erika Lochs

Marvelous Designer & ZBrush Workflow with Erika Lochs

intermediate
2h 52m 1s
11 Lessons
A Workshop
by Erika Lochs
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Clothing and how cloth materials are made are an unsung part of character art, though they are just as important as studying human anatomy. Erika Lochs is a principal character artist who uses her real-world experience making clothes, and her love of historical clothing, to enhance the quality of her game characters’ attire. In this 3-hour workshop, she shares her complete workflow for creating a realistic Viking tunic with a hood, going in-depth into the theory of cloth, fibers, how they are made and interact, and how they can be damaged.


You’ll learn the importance of having good references and see how good detail and storytelling will help you achieve the best results — without overcrowding your assets with alphas. Using professional techniques, Erika puts the theory into practice in Marvelous Designer, a software that, in her experience, gives the best results that are ready to take into ZBrush. From there, Erika demonstrates her ZBrush workflow for making adjustments to the assets and adding fine details, such as asymmetry, folds, and damage.


As a bonus, Erika shows her texturing and rendering workflow using Substance Painter and Marmoset 4 to complete this comprehensive workshop.


Project files provided with this workshop include Erika’s fabric samples, Marvelous Designer presets, gathered references, her Marvelous Designer file, and her ZBrush file and render setup details.

11 Lessons

01IntroductionFree

In this introduction, Erika Lochs advocates for treating fabric knowledge with the same importance as anatomy in character art. By combining theoretical understanding of how fabrics behave with practical software workflows, artists can create more believable and authentic clothing for game characters. Erika’s workshop emphasizes historical accuracy and material behaviour, providing artists with skills applicable to any cloth simulation project.

Duration: 2m 45s

Introduction
02Fabric & PatternFree

Understanding fabric construction fundamentals translates directly to better results in Marvelous Designer and more authentic 3D garments. The relationship between grain lines, pattern layout, and the final appearance isn't just technical knowledge but a storytelling tool that can communicate character background through subtle details like seam quality. Mastering these basics, Erika teaches, provides both technical proficiency and creative opportunities for character design.

Duration: 14m 12s

Fabric & Pattern
03Fibers

This lesson serves as a foundational textile education resource, demonstrating that understanding fiber properties is essential for selecting appropriate fabrics for different applications. Each fiber type, whether natural or synthetic, has distinct qualities that influence its suitability for clothing or industrial uses. Erika emphasizes that the same base fiber can be transformed into vastly different fabrics through various weaving techniques, highlighting the versatility of textile manufacturing.

Duration: 15m 16s

Fibers
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04Fabric Samples & Marvelous Designer Presets

In this lesson, Erika highlights that understanding the behavior of real fabric is important for creating realistic cloth simulations. By studying how different materials respond to folding and construction techniques, artists can make informed decisions when selecting simulation presets. Erika demonstrates that while Marvelous Designer handles major fold structures, smaller memory folds and wear details are best added during the ZBrush sculpting phase.

Duration: 28m 21s

Fabric Samples & Marvelous Designer Presets
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05Reference Gathering

Erika notes that thorough, historically grounded reference gathering is the foundation for creating authentic 3D costume designs. By combining archaeological evidence, museum resources, and personal experience, artists can create more believable digital garments. Erika's approach demonstrates that understanding the historical aspects of clothing improves visual accuracy and enhances the storytelling potential of character design.

Duration: 10m 3s

Reference Gathering
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06Blockout in Marvelous Designer

This comprehensive lesson provides a practical foundation for creating historically inspired garments in Marvelous Designer by carefully attending to pattern construction and iterative simulation testing. Erika emphasizes the keys to achieving realistic results via a workflow that breaks down complex costumes into manageable patterns.

Duration: 19m 44s

Blockout in Marvelous Designer
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07Refining Tunics in Marvelous Designer

This lesson demonstrates that successful pattern refinement in Marvelous Designer is an iterative process requiring patience and the willingness to backtrack. Rather than forcing changes that don't work, Erika advocates for continuous testing through simulation and making frequent small adjustments to seams and fabric width. She explains why creating realistic digital clothing involves both technical knowledge and an artistic eye.

Duration: 20m 8s

Refining Tunics in Marvelous Designer
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08Refining the Hood & Extras in Marvelous Designer

In this lesson, Erika showcases advanced Marvelous Designer workflows that prioritize realism through patient simulation techniques. The central lesson is that achieving authentic fabric behavior requires mimicking real-world processes using pins and material property adjustments. Erika demonstrates that understanding actual fabric manipulation translates directly into better 3D garment designs.

Duration: 17m 49s

Refining the Hood & Extras in Marvelous Designer
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09Final Prep in Marvelous Designer & Export

This lesson covers a professional workflow for creating realistic 3D garments that is efficient and maintains quality control. By viewing clothing in ZBrush early, artists can make informed adjustments to material properties before committing to final simulations. The clean export workflow ensures clothing is properly prepared with topology and UVs suitable for further sculpting, providing a solid foundation for character creation.

Duration: 10m 51s

Final Prep in Marvelous Designer & Export
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10ZBrush Refinements

This lesson provides an in-depth approach to refining 3D clothing assets by combining technical ZBrush skills with artistic decision-making. Erika emphasizes that successful cloth refinement requires understanding real-world material behavior and thoughtful placement of wear patterns that tell a story. By working in layers, artists can create believable, lived-in clothing that enhances character realism without committing to details too early in the pipeline.

Duration: 24m 45s

ZBrush Refinements
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11Texturing & Rendering

In this final lesson, Erika showcases an iterative approach to texturing and rendering 3D clothing assets. Rather than perfecting textures in isolation, Erika stresses the importance of constantly checking work in the final rendering environment and building up subtle layers of detail. Artists learn that successful 3D asset presentation requires balancing technical execution with attentive artistic choices about lighting and environmental context.

Duration: 8m 7s

Texturing & Rendering
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Primary tools

For this workshop you’ll need:

Marvelous Designer
Substance Painter
Marmoset Toolbag
ZBrush

* Note that these programs and materials will not be supplied with the course.

Project Files

When you download the workshop files, you'll gain access to Erika Lochs' complete digital fashion creation toolkit, with everything organized in compressed archive files for easy downloading. Inside, you'll find:


  • Marvelous Designer files – Complete garment projects and fabric presets to follow along with the cloth-simulation techniques
    - ZBrush project files - 3D-sculpting files for character modeling and garment detailing work
    - Fabric samples & material presets - Ready-to-use textures and material settings to achieve realistic fabric looks
    - Reference materials & render setups - Inspiration images, lighting configurations, and scene setups to help you recreate the final results

Skills Covered

Who’s this Workshop for?

This workshop is structured to serve intermediate to advanced character artists and game developers who want to elevate their clothing creation skills. Artists working in game studios, freelance character designers, and 3D artists with basic knowledge of ZBrush and texturing software will find this workshop the most valuable.


Concept artists, environment artists, and students pursuing careers in game development will also benefit significantly from Erika's workshop. They'll gain industry-standard techniques for creating believable clothing assets, understanding fabric behavior, and implementing professional workflows that enhance storytelling through garment design and realistic material.

Learning Outcomes

By completing this workshop, artists will have a complete understanding of the professional pipeline for creating realistic clothing assets from initial concept through final rendered presentation.


Key skills include:

  • How to analyze fabric properties, fiber construction, and material behavior for authentic cloth simulation.
  • How to gather and utilize reference materials for historically accurate and believable garments.
  • How to create realistic clothing assets in Marvelous Designer using professional industry techniques.
  • How to transfer Marvelous Designer assets to ZBrush for detailed refinement and customization.
  • How to add asymmetry, realistic folds, and damage details to enhance storytelling through clothing.
  • How to texture clothing assets in Substance Painter with realistic material properties and weathering.
  • How to set up professional rendering workflows in Marmoset 4 for portfolio presentation.
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Workshop
Creating Realistic Fabric & Clothing for Games
Marvelous Designer & ZBrush Workflow with Erika Lochs
A Workshop by Erika LochsPrincipal Character Artist at Electric Square
intermediate
2h 52m
11 Lessons
Instructor Erika LochsPrincipal Character Artist at Electric Square

Erika Lochs is a Lead Character Artist at Electric Square, where she specializes in creating believable, high-quality clothing for game characters. With credits on major titles including Diablo 4, Far Cry 6, and Riders Republic, she brings extensive industry experience and a deep understanding of how clothing enhances character storytelling and realism.


Alongside her digital work, Erika sews her own clothes, a hands-on practice that strengthens her approach to 3D garment creation. By understanding how real fabrics behave, how patterns come together, and how garments are constructed, she brings an extra level of authenticity and technical insight to her character art.

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  • Working alongside Erika is a pleasure both artistically and personally. She is a great team player, helping people to elevate their work and develop into better artists. Saying that Erika is amazing at making clothing is an understatement since she creates costumes that come with their own personality, supporting that of the character wearing it.

    - Calvin Verhoolen
    Expert (Principal) Character Artist at Ubisoft Berlin

  • Erika is a highly skilled character artist with many years of industry experience. She has a thorough knowledge of the character art creation pipeline, complemented by a phenomenal understanding of Marvelous Designer, real-world fabrics, and garment creation. Her friendly character and outstanding communication skills make her a great teacher and a pleasure to work with.

    - Eva Camba Perez
    Associate Art Director

  • Erika is and has always been a tremendously talented character artist, with a keen eye for visual composition and deep understanding of how cloth design works and real-life experience with it that gives her a unique and deep understanding on how to apply it into the digital realm. I can't recommend her lessons strongly enough to anyone who wants to learn and improve their digital clothing skills.

    - Pablo Poliakov
    Lead Character Artist at Bloober Team

  • If you're lucky enough to catch Erika outside of work, you will most likely find her sewing, knitting, designing, or altering her own clothes. Combined with years of experience as a character artist with some of the leading studios and talent in the industry, she has an extensive understanding of how fabric should look, feel, and behave. Students can expect to gain a deeper understanding of how cloth works and how to approach translating these to in-game characters.

    - Hrafnhildur Anna Björnsdóttir
    Lead Technical Artist at CCP Games

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