In our western environment, we wanted to try to achieve the look of a real western town. During our research we noticed that large hanging canvass signage was a major way of advertising and promoting of businesses and such. Although I had used cloth before in previous projects, the move to UE4 meant that I had to download the Nvidia PhysX plugin and learn how to use it with 3DS Max, as this is the only way to achieve real time cloth physics that react to wind and gravity in the UE4 engine.
This is the general appearance that is achieved with the cloth modifier, the Apex clothing modifier is added to a mesh which is then weight painted in order to determine the scale of movement that the forces of wind and gravity will have upon the mesh in the UE4 game engine.
Here is the three textures that were used to create the material for the sign, opacity mask to give the appearance of rips and tears in the fabric, the normal or bump texture and the diffuse texture.