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Base Meshes

20 Scarf Base Mesh — VOL 12

asset · Base Meshes
shaded · wire
About this pack

A scarf is the cheapest way to give a character motion and silhouette, and one of the fiddliest things to simulate convincingly. Getting a wrap to sit around a neck without intersecting a collar, and then to fall in folds that read as wool rather than as paper, takes a pattern, a solve and a great deal of patience. VOL 12 skips all of it: twenty scarves already draped and settled, from loose neck wraps to long trailing wind-blown ends.

Inside the download

  • 20 scarf models as FBX and OBJ
  • 20 Marvelous Designer project files
  • A clean garment arrangement in each project
  • Separate parts with their own material IDs in the FBX and OBJ meshes
  • 20 preview renders

The material IDs are the practical detail here. Because each part of a scarf comes through as its own selectable element, you can isolate a fringe, a knot or a single fold and change its geometry, its UVs or its shader without disturbing the rest of the drape — which is how these get adapted to a particular character instead of being used exactly as bought.

The project files cover the other half of the workflow. Load one against your own avatar, adjust the pattern, change the fabric preset from wool to silk or add wind, and re-simulate: the result is a new scarf built on a pattern already known to work. That is a far shorter route than starting from a rectangle.

Beyond characters, these serve as cloth reference and as set dressing — draped over a chair, hung on a hook, packed into a market stall. The pack is listed for Marvelous Designer, 3ds Max, Maya, Blender, ZBrush, Marmoset and 3D-Coat, and the mesh formats open in all of them.

Every purchase includes free lifetime updates and a no-questions-asked 7 day money back guarantee.

Technical specification
Software
3D-Coat, 3ds Max, Blender, Marmoset, Marvelous Designer, Maya, ZBrush
Formats
FBX, OBJ
Files
4 files included
About Base Meshes

A base mesh exists to delete the boring part of the job. Everything in this aisle is at real-world scale with quad-dominant topology, sensible edge flow and no ngons where they would cause shading errors — ready to sculpt over, kitbash from, or take straight to UVs.

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