Looma · Cloth detail for games

Cloth wrinkles
that move with
your character.

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.

Windows x64Unreal Engine 5.8Chaos Cloth
Pose
Wrinkle maps

    An interactive illustration using generated cloth maps. Watch the folds change as the pose moves.

    Works with
    Unreal Engine 5.8Chaos ClothFBX & OBJPose Wrangler RBFClaude & Codex via MCPWindows x64
    Made for character work

    Give every pose
    the folds it needs.

    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.

    Simulated detail

    Capture fine folds from offline cloth simulation and use them as surface detail in your game.

    Artist control

    Paint, sculpt and refine your maps. Preview pose blends before they reach Unreal.

    Real-time playback

    Let the character's pose drive the wrinkle maps in Unreal, with a fixed shader cost.

    Two halves, one pipeline

    Create the maps.
    Bring them to life.

    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.

    Desktop app for Windows

    Make the maps in Looma.

    Take a skinned garment from FBX to finished wrinkle normal maps. Simulate, bake, paint, sculpt and preview in one standalone application.

    • Built-in cloth simulation, or your own simulator
    • Bake normal maps, then paint and sculpt the result
    • Preview how your pose maps blend
    • Export maps directly to your Unreal project
    Explore Looma → Standalone · Windows x64
    Unreal Engine 5.8 plugin

    Cloth Wrinkle Solver

    Bring your authored folds into Unreal. The plugin drives wrinkle maps from the character pose and blends them into your cloth material.

    • Wrinkle detail driven by the character pose
    • Smooth transitions between authored poses
    • Choose useful poses with the animation analyzer
    How it works

    From animation
    to wrinkle detail.

    In Unreal

    Choose poses

    Use your animations to find the poses that need wrinkle maps.

    In Looma

    Simulate

    Create cloth detail in Looma, or import meshes from your simulator.

    In Looma

    Bake & refine

    Bake the maps, refine the folds, and preview the blends.

    In Looma

    Export maps

    Send the finished maps directly to your Unreal project.

    In Unreal

    Play

    Connect the runtime to your character and cloth material.

    Cloth Wrinkle Solver · Unreal Engine

    The pose changes.
    The folds follow.

    Use the wrinkle maps you created in Looma to add changing surface detail to your character's clothing.

    • Smooth pose transitions.Blend between authored wrinkle maps as the character moves.
    • Your cloth material.Add the material function to your existing setup and keep your base normal.
    • A fixed shader cost.Add poses to the library without expanding the material graph.
    Generated cloth pattern with folds for raised arms
    01 Arms raised
    Generated cloth pattern with folds for bending forward
    02 Bending forward

    Illustrative maps generated for this site, shown with the same lighting.

    Questions

    A few practical questions.

    Have a different workflow? Tell us about it.

    Do wrinkle maps change the clothing silhouette?

    Wrinkle maps add surface detail through normals. Keep your cloth simulation or deformation setup for the garment's shape and motion.

    Do I need Maya or Python?

    No. Looma runs as a standalone Windows application. Start with a skinned garment, a body mesh and animations in FBX.

    Can I use my own cloth simulator?

    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.

    Which Unreal versions and platforms?

    The runtime targets Unreal Engine 5.8 on Win64 and is built for Chaos Cloth. Looma runs on Windows x64.

    Can I keep my own cloth material?

    Yes. Drop our material function into it, or have the runtime write one scalar parameter per pose and wire them however you like.

    What does it cost at runtime?

    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.

    Start with your garment.

    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.