• Title/Summary/Keyword: 3D virtual costume

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Development of fashion design applying the characteristics of women's Hu clothing from Tang dynasty in China - Utilizing the 3D virtual clothing program - (중국 당나라 여성 호복의 특성을 활용한 패션디자인 - 3D 가상착의를 활용하여 -)

  • Ziheng Zhou;Younhee Lee
    • The Research Journal of the Costume Culture
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    • v.31 no.1
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    • pp.124-140
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    • 2023
  • This study analyzes traditional women's Hu costumes of the Tang dynasty, and deploys a creative fashion design to converge contemporary and traditional styles. In this costume, women wear a robe with striped or plain patterns in the lower part of the pants, and it appears frequently in red and yellow colors. Depending on the sleeve, it is either a round collar or a turn down collar robe. In the Hu hat, the huntuomao and juanyanxumao were leather and mili and weimao were used to prevent the sand from flowing. This study uses the CLO 3D program with the "moment" theme based on the Hu costume for women to deploy 4 pairs of fashion design and to produce works for 2 pairs. The 3D virtual clothing program demonstrates important effects in design deployment and pattern arrangement through its efficiency and convenience of clothing production. The CLO 3D program was closely combined with the 2D design and the 3D affect, and it heightened the efficiency in saving the processing time and energy of the sample clothes. Through facilitating the 3D digital fashion design, the production may reduce time needed and contribute to an effective economy, and it may compare digital fashion design to actual products as well as illustrate the potential of digital fashion design.

A Study on Pattern Making by 3D Reconstruction of French Men's Costume in the Second Half of 19th Century - Focused on Redingote and Jaquette - (19세기 하반기 프랑스 남성복 유물의 3D 고증에 의한 패턴 제작에 관한 연구 - 르뎅고뜨(Redingote)와 자께뜨(Jaquette)를 중심으로 -)

  • Kim, Yang-Hee;Ryu, Kyung-Hwa;Bae, Ji-Ye
    • Fashion & Textile Research Journal
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    • v.22 no.1
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    • pp.11-24
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    • 2020
  • This research examines pattern production of 3 men's costumes in the second half of 19th century by 3D reconstruction to reveal technical aspects of mail costumes. The steps are as follows. First, an examination of selective type according to research study. Second, a pattern analysis of 3 historical male tops of 19th century referred to 9 pattern books of the France National Library collection. Third, a categorized type analysis that referred to paintings of the Musée d'Orsay collection. Fourth, a measurement and structure research of 3 historical garments of Fashion and Textile Museum collection. Fifth, the pattern making and fitting by 3D simulation. Research discussed the following subjects and results. First, main type of men's coat can be categorized by frac, redingote, jaquette, and veston. Second, the male costume pattern contained in pattern books was researched along with distinguished silhouettes and structures; X silhouette for frac and redingote, H silhouette for jaquette, and straight box silhouette for veston. Third, based on the analysis of representative type of men's costume per period conducted previous studies, 2 redingotes and a jaquette in the museum were selected and compared to other data such as image materials. Last, the following process was conducted for reconstruction; 'Drawing diagram-Primary pattern drafting by measurement value-3D virtual fitting-Checking the fit-Modification and complement'. We also obtained a 3D virtual reconstruction and a 2D research pattern that suggested a costume pattern by each type along with 3D reconstruction that included insights for male coat techniques of 19th century France.

Comparative Pattern Analysis and the Fitness Evaluation of Brassieres using 3D virtual clothing simulation - Focusing on Cross Section of Human Body Shape & Changing of Silhouette - (3D virtual clothing simulation을 활용한 국가별 브래지어 패턴 비교 - 인체 형상 단면도와 실루엣 변화 분석을 중심으로 -)

  • Shin, Ju-Young Annie;Nam, Yun-Ja;Kim, Kyoung Sun
    • Journal of the Korean Society of Costume
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    • v.66 no.8
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    • pp.46-60
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    • 2016
  • Countries have different brassiere patterns, and this study produced and compared 3/4 brassiere patterns from different countries to determine the difference in patterns, and to investigate the stress distribution and shape of cross section while wearing brassieres using 3D virtual fitting system. Despite the growing interest in underwear, there is a lack of related books and research on brassiere patterns, which causes the difference in sizes and pattern drafting methods by countries. Thus, research on this is needed. 3D virtual fitting system has been introduced to compare patterns, thereby improving visible effects and reducing the loss in cost caused by underwear pattern fitting test. According to the result of pattern analysis, The Secoli type exhibited the least breast cover rate (14.9 cm), while the largest cover rate was shown in Christina and ESMOD types (17.7 cm). It is believed that the difference in pattern drafting causes the difference in the total length of a brassiere. Furthermore, the Secoli, Moda Burgo, and ESMOD brassieres drafted from basic bodice pattern were found to be longer than the Christina and Han Sunmi brassieres attained from direct pattern drafting. Moreover, the darts' volume of upper and lower cups in Christina and Han Sunmi types was similar in shape. The shapes of cradle drafted from basic bodice pattern were a straight line, while those from direct drafting formed a curved shape. In fitting multiple cross sections, the Secoli, Moda Burgo, and ESMOD brassieres had gaps between the brassieres and the body. Among these, the largest number of gaps was observed in the ESMOD type pattern. This study aimed at performing comparative analysis of various brassieres' pattern drafting types as a basic research for developing a brassiere pattern drafting type.

Comparative analysis of men's slim pants patterns - Using a 3D CLO virtual garment system - (남성 슬림 팬츠 패턴 비교 분석 - 3D CLO 가상착의 시스템을 활용하여 -)

  • Kim, Kyung-A;Hong, Eun-Hee;Uh, Mi-Kyung
    • The Research Journal of the Costume Culture
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    • v.22 no.4
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    • pp.605-618
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    • 2014
  • This study aims to compare the ease of men's slim pants patterns, and to analyze the fit and appearance through the 3D virtual garment system. The study selected four educational materials and one industrial pattern of slim pants for a total of five items. The CLO 3D Modelist program was utilized to carry out the appearance evaluation through virtual wearing and opacity, and a comparison was performed regarding the clothing pressure when the virtual model was standing and walking. The results of our comparison of the patternmaking for slim pants showed that pattern C pants had the greatest ease on the waist circumference, while B pants showed no ease. The C and E pants also had the most ease on the hip measurement. In the appearance evaluation, A pants received the most favorable results, followed by D, E, B, and C, in descending order. The clothing pressure appeared to be mainly red on the waist, crotch, and hem when standing in all pants, so the clothing pressure was high. While walking, the stress appeared to be different for the left and right parts of the body, and the most significant difference was observed on the thigh area.

Study on the Development of Modern Fashion Design Using Joseon Hwapo (Flower Cloth) Patterns (조선 화포(花布) 문양을 활용한 현대 패션디자인 개발 연구)

  • Ohata, Emii;Suh, Seunghee
    • Journal of Fashion Business
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    • v.26 no.1
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    • pp.68-91
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    • 2022
  • The purpose of this study is to create modern patterns based on considering the types and design elements of Joseon hwapo patterns containing Korean identity, and to develop costume designs by applying design elements of traditional Korean dress, Hanbok. These designs combine traditional costumes with modern sensibility using the attribute listing method, and present them using a 3D virtual clothing program. Through this, it is meaningful as it organizes data on Joseon hwapo patterns, which were rarely dealt with in the traditional Korean costume research, and it is also of research value as it is a work that utilizes Joseon hwapo patterns as a new source of fashion design development. As a research method, literature research was conducted based on the documents, 'Nabeshima-sarasa hidensho', 'Nabeshima-sarasa mihoncho', and 'Zoho kafu benran', which are related to Joseon hwapo remaining in Japan. Based on the literature research, research was performed by creating pattern design and costume design using the attribute listing method, and 3D virtual clothing. Traditional Korean costumes used in design development in this study were saekdong-jeogori, dolddi-jeogori, magoja, hongjangsam, durumagi, jungdan, gollyongpo, jeogui, breast band, mujigi-chima, chima, and baji. Further, accessories used in each costume, such as pyeseul, daedae, hapi, and jeonhaeng-utchima, and features of configurations, such as yongbo, chest ribbons, band hem, gusset, collar and dongjung, heorimalgi, neckline, and sapok line, were used for design development.

Knitwear design with fractal formative characteristics (프랙탈 조형특성을 적용한 니트웨어 디자인)

  • Lee, Yoon Mee
    • The Research Journal of the Costume Culture
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    • v.29 no.4
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    • pp.522-537
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    • 2021
  • The purpose of this study is to develop a knitwear design with the potential for practical use through a combination of science and design by examining the concept and formative characteristics of fractal geometry and applying them to the development of 3D virtual clothing knitwear design. This study produced five main conclusions. First, the sub-concepts of "Repeatability," "Scale variability," and "complexity," which are based on self-similarity, appear together with simple regularity in the fractal formative characteristics shown in fashion design. Second, fashion fields apply fractal geometry in three-dimensional surface textures and optical textile patterns as a method of expression. Third, it was confirmed that various expressions can be created with fractal patterns by using the SDS-ONE APEX 3-4 design system; moreover, fractal patterns are a suitable design source for the development of Jacquard knitwear patterns. Fourth, in the development of knitted jacquard fractal patterns, by arranging the patterns in perspective, the effect of emphasizing or reducing the human body by optical illusion was shown. Fifth, a knit Jacquard structure with a pattern that exhibits fractal modeling characteristics and applying it to a 3D virtual clothing sample design reduces the time required for sample production while expanding the knit design's expression area and reducing costs. Thus, the clothing sample confirmed the effectiveness of practical knitwear design development.

The Analysis on the Torso Type Dress Form Developed Through the 3-D Virtual Body Modeling of the Korean Female Fashion Models (국내 여성 패션모델의 3차원 가상인체 모델링을 통한 토르소형 인대 개발과 그 특성 분석)

  • Park, Gin Ah
    • Journal of the Korean Society of Costume
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    • v.65 no.2
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    • pp.157-175
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    • 2015
  • The study was aimed to develop a torso-type dress form representing body features of the female fashion models in Korea. To fulfill this purpose, 5 female fashion models aged between 20 and 26 having the average body measurements of professional fashion models in Korea were selected and their 3-D whole body scanned data were analysed. The 3-D whole body scanning method enabled to generate a virtual female fashion model within the CAD system by measuring the subjects' body shapes and sizes. In addition, the virtual model's body data led the development of a standard female fashion model dress form for the efficient fashion show preparation. In order to manufacture the real dress form for female fashion models, 3-D printing technology was adopted. The consequent results are as follows: (1) the body measurements (unit: cm) of the developed dress form were: biacromion length, 36.0, bust point to bust point, 16.6, front/back interscye lengths, 32.0/33.0, neck point to breast point, 26.0, neck point to breast point to waist line, 41.5, waist front/back lengths, 34.5/38.5, waist to hip length, 24.0, bust circumference, 85.0, underbust circumference, 75.0, waist circumference, 65.0, hip circumference, 92.0. (2) the body measurements differences between the developed and existing dress forms were highlighted with the body measurements of neck point to breast point and waist to hip length. (3) the body shape features of the developed dress form showed that bust, shoulder blade, shoulder slope, abdomen and back waist line to hip line parts were more realistically manufactured.

The Computerized 3-D Clothing Simulation for the Evaluation of Men's Working Pants (남성용 작업복 팬츠 3차원 가상착의 시뮬레이션 평가)

  • Park, Gin Ah
    • Journal of the Korean Society of Costume
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    • v.63 no.8
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    • pp.27-42
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    • 2013
  • The study was aimed to develop men's working pants patterns through the computerized 3-D virtual clothing simulation system and to verify the effects of the 3-D simulated outfit by comparing it to the images of the actual outfits. The average body measurements of South Korean men aged between 30 and 39 used for the simulation in order to generate a 3-D virtual model and to realize outfits of men's working pants for the workers in the heavy industry in South Korea. And also the preliminary questionnaire survey results on certain aspects of the working pants such as type, detailed design preference and discomforting parts were taken into consideration. Both the simulated and real images of the developed working pants were compared in terms of the ease amount according to parts of the working pants, the position of seam lines, the appearance of darts and pleats, and the effects of the fabric surface according to expertise panels' subjective 5-point scale evaluation. The results throughout the study were (1) the basic working pants item worn by subject workers were the straight one pleated pants. The most discomforting parts of the working pants were in the order of body rise, thigh, hip, waist, pants hems and knee girth. (2) the drafting factors of pants patterns differed by the men's body features, which was related to the allocation of suppression amounts between waist and hip girths into darts and hip curve amounts on the waist line level of the pants. (3) the similarity of the virtually simulated and real images of men's working pants resulted in an average of 4.5 to the ease of appearance, 4.6 to the seam lines, 4.1 to the fabric surface effects in a 5-point scale, which means that the two were highly alike.

A Study on the Application of 3D Digital Technology for Fashion Design (3D 디지털 기술을 활용한 패션 디자인 개발에 관한 연구)

  • Kim, Ji-Eon
    • Journal of the Korean Society of Costume
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    • v.57 no.2 s.111
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    • pp.45-58
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    • 2007
  • This study shows that clothes are made just the same as the real thing in the virtual space through 3D digital technology. This study is significant to expand the area of fashion design in the virtual space. This study analyzes the practical use of the third dimension computer graphics in the aspect of fashion, and it is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. "Temporary bridge" is a rainbow bridge which connects nature, man and technology, and also the past, present, and future. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing rotor and texture used on 3D simulation. The conclusion are as follows : First fashion design process, which consists of design conceptualization, design definition, and computer design process, composed of body modeling, clothing modeling, texture mapping, rendering by lighting and camera establishing are compared. Second, fashion design process is applied to digital technology. Third, the method of body modeling is both that of direct modeling in 3D Studio Max and that of importing DXF file from poser. And the method of direct clothing modeling in 3D Studio Max are two methods, polygon modeling and nurbs modeling. Polygon modeling is more satisfied than nurbs modeling in the aspect of expression to clothing and round face. Forth, this study applies textures and colors transformed by photoshop on manufactured 3D Clothes. According to this result, fashion designers are able to confirm a customer or client in their design minds viewing 3D simulation by various textures. colors and angles. It is able to advance digital fashion show in the future.

Comparative Assessment of Virtual Garments using Direct and Manual Avatars (가상아바타에 따른 가상의복의 비교평가)

  • Lim, Ho-Sun;Istook, Cynthia L.
    • The Research Journal of the Costume Culture
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    • v.19 no.6
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    • pp.1359-1371
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    • 2011
  • The purpose of this paper is to compare two avatars made using direct and manual methods and to evaluate the fit and appearance of two virtual garments on the direct and manual avatars. In this study, two subjects were measured by $[TC]^2$ body scanner and the avatars and virtual garments were created by OptiTex software. The direct avatar was made by the direct importation of 3D body scan data and the manual avatar was made by manual input from extracted body measurement. Two virtual garments in a tank-top were evaluated by distance, transparency, and stretch maps. In the results of comparing difference of the direct and manual avatars, the bust and back of the manual avatar are protruded slightly more than that of the direct avatar and the manual avatar is slightly larger dimensions at the bust, waist, abdomen, and hip area in the side view in case of subject 1 and 2. In the results of comparing difference of the fit and appearance of two virtual garments on the direct and manual avatars, in case of subject 1 and 2, the back of the virtual garment on the manual avatar are protruded more than that of the direct avatar. Also, the ease in the bust area of the virtual garment on the manual avatar with a projected bust area was smaller than that of the virtual garment on the direct avatar and the stretch of that of the manual avatar was also high in the bust area. The results of this study are expected to be used as basic information in the apparel industry using virtual try-on technology.