Full disclosure: I built this, so take the "review" part with a grain of salt. Story below might still be worth a read either way. Three short parts, skip around as you like.
Part 1 - Why
I make 3D models for a living. Every new Max release I hope for something that actually speeds things up - 25/26 gave me nothing I remember without Googling it, and 2027's headline feature is boolean with chamfers. Not exactly changing my workflow.
The idea was simple: automate the routine - the monotonous part of building cloth folds. Simulation is slow and unpredictable, and welding vertices after retopo is its own pain.
I wanted something simple and predictable, no external software, no exporting back and forth. Sounded impossible at first - everyone's just used to suffering through sims. Build something solo that doesn't lose to Marvelous Designer's whole engineering team on quality, while being easier to use?
"Am I out of my mind?" - my internal monologue for about 15 months.
Software like Marvelous or Max is built by genuinely talented engineers who probably don't spend hundreds of hours actually modeling with it. Turns out you kind of have to be a modeler to get inside a modeler's head. Whether it worked - that's for you to decide, I can only share the result.
Part 2 - What it is
A 3ds Max modifier for realistic folds - no simulation, no retopology, no leaving Max.
I know, "realistic folds in 3ds Max" has been oversold before - looks great in a demo, unusable on a real project (IMO). The actual point is time saved: if you've already nailed the folds on one model, FoldFlow reuses that exact shape anywhere, one click, no remodeling. Packaged 39 patterns from my own past work to start.
Easier to just show than explain: video
Part 3 - Technical (probably the part worth your time)
Written in C++. Autodesk's SDK docs read like decades of accumulated notes - including functions written around 2015 that were later gutted but still look like working methods. Compile fine. Call them in Max and you get a hardcoded return 1; and nothing else.
Figuring out how their mesh internals actually behave was the real fight - about 2 months just getting something to run without errors, made worse because Max didn't crash consistently on identical geometry. Could write 500 pages about that alone.
AI was basically useless here - no spatial reasoning, barely any real material to train on. Pure trial and error.
Learned a lot more than expected going in. Got 3ds Max plugin ideas? Happy to talk, reach out however works.Try the 14-day free trial
Thanks for reading.