Last week I put the finishing touches (I hope) on my first project making physics-simulated clothing in Blender. I've used Blender for years for hard surface work, but our team's character artist asked me to create a dress.
I've tried hard to keep the topo mostly quads in Blender, though it will be triangulated during export to UE 5. * Constructive topo critique welcome. *
For the edges that are sewing points, I made a custom Geometry Nodes utility that cleans up the topo.
I made a simple theatre environment and an animated sequence (with my own IK constraints) for fun and to have a better way to present it during our team meeting.
There's a procedural fabric material that turned out pretty well, IMO, but I can't share that publicly yet.
After tweaking settings, I've got the sewing and related physics stable within 24 frames, but I leave 40 frames ahead of the first output frame.



