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The video presents a 3D model of a kid dress published in a design patent. The upper parts of the dress and the sleeves are decorated with lace. The 3D model was created, textured and post-processed in Clo3D. The authors of the video are Aleksei Moskvin and Mariia Moskvina (Saint Petersburg State University of Industrial Technologies and Design): https://sutd-ru.academia.edu/AlekseiMoskvin https://independent.academia.edu/MariiaMoskvina
E3S Web of Conferences
The present study directs research and creative activity towards the realization of a design and constructive-technological concept for children's art clothing. The collection consists of clothes that are inspired by the children's imaginary world - fairy tale characters, animals, fruits. The educational function of the clothing is sought. The choice of models is subject to comfort and freedom of movement. The artistic design of the products in the collection is realized with the help of software for creating and processing images. The process of construction and modelling is algorithmized and performed automatically using a specialized CAD clothing system. The technological and operational maps are algorithmized and developed on CorelDraw. The designed constructions can be used for modelling a wide range of clothing for children.
Industria Textila, 2019
Sustainability
Museums have been the main centers for the dissemination of cultural heritage throughout history. In recent years, they have been increasingly digitizing their content, so that it is now common for each museum to have free digital content available on the Web. This can be photographs of the works with detailed information or even objects created in three dimensions. It is also common to find virtual museums, which might be a representation of an existing museum that has been digitized or a museum created only in digital format. This paper describes the creation of a virtual museum of Spanish clothing from the 16th century, one that exists only in digital format, accessible from a computer or digital tablet. In order to create the museum, various documentation and drawings or pictures of the clothing of that time were studied. The costumes were then created in a specialized 3D costume-modeling program called Marvelous Designer. A 3D model of the exhibition hall was created in Blender...
Industria Textila, 2017
The paper presents the design stages of children’s clothing products and is based on new anthropometric data obtained by 3D scanning of anthropometric standard developed by INCDTP. The design technology is innovative, enabling the development of patterns for all age groups of children, using a single basic pattern of a type of clothing product. The large number of existing 3D standard anthropometric data allows their inclusion in the design algorithms, parameterization of the virtual dummy, 3D simulation, verification of body-product correspondence, automatic change of patterns until the fulfilment of compliance for the product designed. The paper presents the 3D simulation methodology of representative clothing products for children.
2020
This paper presents select examples of contemporary performance costumes made of materials that transcend established boundaries, traditions and conventions. A variety of new materials is introduced in contemporary costume design, including smoke, liquids, ice, plants and seeds, as well as technology-based materials. Digital applications related to costume design concentrate primarily on projections used to 'paint' and create textures on the costumes used as projection surfaces. Mapping multiple images (still images or projected animations) extend the costumes in the space. By analysing select examples, this paper aims to present non-conventional material applications in costume design. It also initiates a discussion on questions of materiality and virtuality in the context of performance costume and on the potential to conceptualise, design and realize costumes for characters who can change, dissolve and reshape through the combination of analogue materials, digital technology and moving bodies. Contents: Paper / References
2019
Main aim is to create a method of virtual reconstruction of historical clothes. We applied 2D CAD, Clo3D, and CG tools to find the relationship between outline shape of skirt, properties and construction of garments and textile materials. We used contemporary fabrics which are similar to historical prototypes by changing physical and mechanical properties. New method includes 3D -to-2D flattening; finding the air gaps in "avatar - skirt" system; choosing textile materials and number of underskirt garments; generating of digital replica. The adequacy of historical prototypes to its virtual replica is full due to CAD, new developed modules, and data base.
The paper discusses the possibilities for 3D printing to help overcome the historic schism between manual labour/craftsmanship versus technology , specifically its potential to enable digital craftsmanship. Firstly, It contex-tualizes digital craftsmanship and introduces debates relating to tooling, application and design strategies, in particular in the field of architecture. Secondly, the paper articulates digital craftsmanship's properties and associated strategies by discussing three examples of the author's work. Lastly, it draws attention to the confluence of these properties and agencies through an analysis of the design and 3D printing of a fully wearable dress, titled Incunabula.
Our scope is to emphasize the massive changes brought about by 3D and 4D printing in the fashion world (now connected with augmented reality and virtual reality) by addressing the concept of 3D printing and explaining when and how it started to develop in fashion, becoming the sewing machine of the twenty-first century. It has allowed for great changes in the fashion industry, namely the appearance of more sustainable, and customized apparel and accessories, simpler logistics and less transaction costs. This requires increased creativity, because it demands the cooperation of specialists from many different areas. New and before deemed impossible shapes have arisen. The final idea of prosumer and its meaning is before us. If we add 4D printing, that is, "intelligent" materials, 3D printing enters our day lives, with wearables and smart clothes. All this raises questions regarding copyright and industrial property protection and possible infringement in those areas. Current 4D products also raise questions regarding personal data protection. We will address how to protect intellectual property and personal data in this world of digital fashion, where augmented and virtual reality play a roll of increased importance.
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