Simulated detail
Capture fine folds from offline cloth simulation and use them as surface detail in your game.
Simulate cloth offline. Create and refine pose-driven wrinkle normal maps in Looma, then bring them to life in Unreal Engine.
For character artists and technical artists.
An interactive illustration using generated cloth maps. Watch the folds change as the pose moves.
One normal map leaves the folds painted on while the body moves. Simulating every fold is too heavy for a crowd, and sculpting a map per pose takes weeks. Looma gives each pose its own simulated folds, and Unreal plays them back at a fixed shader cost.
Capture fine folds from offline cloth simulation and use them as surface detail in your game.
Paint, sculpt and refine your maps. Preview pose blends before they reach Unreal.
Let the character's pose drive the wrinkle maps in Unreal, with a fixed shader cost.
Looma brings the authoring tools together in one desktop app. Cloth Wrinkle Solver adds pose-driven playback in Unreal. Use either on its own, or connect the full workflow.
Take a skinned garment from FBX to finished wrinkle normal maps. Simulate, bake, paint, sculpt and preview in one standalone application.
Bring your authored folds into Unreal. The plugin drives wrinkle maps from the character pose and blends them into your cloth material.
Use your animations to find the poses that need wrinkle maps.
Create cloth detail in Looma, or import meshes from your simulator.
Bake the maps, refine the folds, and preview the blends.
Send the finished maps directly to your Unreal project.
Connect the runtime to your character and cloth material.
Use the wrinkle maps you created in Looma to add changing surface detail to your character's clothing.
Illustrative maps generated for this site, shown with the same lighting.
Wrinkle maps add surface detail through normals. Keep your cloth simulation or deformation setup for the garment's shape and motion.
No. Looma runs as a standalone Windows application. Start with a skinned garment, a body mesh and animations in FBX.
Yes. Looma can export per-pose collider clips for an external simulator, and it bakes from any high-resolution OBJ that sits in the same space as your game mesh.
The runtime targets Unreal Engine 5.8 on Win64 and is built for Chaos Cloth. Looma runs on Windows x64.
Yes. Drop our material function into it, or have the runtime write one scalar parameter per pose and wire them however you like.
The material has a fixed per-pixel shader cost. CPU evaluation and texture memory are separate parts of the runtime budget; more stored maps need more texture memory.
We're working with a small group of studios before launch. Tell us about your character and animations, and we'll help you take a first garment through the workflow.