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SHRiKE: The Fabric of Fabricating Fabrics

We started, quite simply, with fabric. Not armor or steel, not skin or bone — but folds of cloth that could move, twist, and tell their own story.

From that single idea, a character began to take shape — one built around texture, motion, and the quiet poetry of design.

Our Senior 3D Character Artist, Ali explains that layers, patterns and interactivity were at the core of our vision for the drapes on this character. “Not just shirts or pants, but garments that moved, folded, and collided with solid pieces attached to them.”

It was about layers, patterns, and interactivity — garments that could bend, collide, and shift against the solid pieces anchored to them. Clothing is not merely decoration; it is the main character.

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We were inspired by feudal Japan — from the disciplined grace of its silhouettes and the tactile richness of its patterns. Inside Marvelous Designer, those influences converged into form. Layer by layer, the design evolved — blending tradition with function, mystique with realism.

 

The most exciting part was the exploration itself. Experimenting with drapery in Marvelous Designer, mixing assets built in ZBrush, Maya, and Blender, then bringing it all into the engine to see how light, texture, and weight could coexist.

“Shader creation and lookdev are always the parts I love most,” Ali says. “Even the things that didn’t make the cut — like complex, scalable shaders — opened doors I hope to revisit later.”​

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Focus was a quiet challenge. Staying with one task from start to finish, alone, can stretch patience and precision alike. But the true puzzles came in the cloth itself — how layers overlapped, how patterns spoke to one another, how the whole ensemble could hold up in a game rig.

The workflow moved fluidly between PureRef, ZBrush, Marvelous Designer, Maya, Blender, xNormal, Substance Painter, Rizom UV, and Unreal Engine 5. Each tool adds a new texture to the story, each step refining how fabric could breathe.

Shrike: 3D animation character

​In our true Fuloso way, collaboration found its way in the final outcome as well.

“It’s always useful to have extra sets of eyes,” Ali reflects. We always take in as many perspectives as possible and filter them through what serves the piece best. 

As we handed the model off to the rigging and animation team, the final spark emerged — movement. Watching the cloth respond to motion, catching the light just right, transformed the piece from static form into something alive.

It’s moments like that which remind us why we create. Every fold, every shadow, every breath of motion — all stitched together to create a character that needs no other words.

Fu.Lo.So

G-1-03A and 05 Glomac Square
Jalan SS6/16A, Kelana Jaya
47301 Petaling Jaya
Malaysia

G-1-01 Glomac Square
Jalan SS6/16A, Kelana Jaya
47301 Petaling Jaya
Malaysia

Pipapo

H-G-03A Glomac Square
Jalan SS6/16A, Kelana Jaya
47301 Petaling Jaya
Malaysia

Fu.Lo.So | All rights reserved. Copyright 2026. A fully owned subsidiary of the publicly listed Kucingko Berhad.

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