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2024, Sketchfab
The 3D model presents a 3D reconstruction of a dress (Design patent RU 139912). The dress consists of the front, the back and sleeves. The garment is fastened with a back zipper. The garment is decorated with a velvet tape, lace and a knitted fabric. The 3D model was created, textured and post-processed in Clo3D. The authors of the 3D model are Mariia Moskvina and Aleksei Moskvin (Saint Petersburg State University of Industrial Technologies and Design) https://independent.academia.edu/MariiaMoskvina https://independent.academia.edu/AlekseiMoskvin
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.
AUTEX2019 – 19th World Textile Conference on Textiles at the Crossroads, 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.
Autex Research Journal, 2018
https://www.sciendo.com/article/10.1515/aut-2018-0001 Nowadays, the virtual technology is being widely applied in the area of clothing design and try-on. However, the possibilities of these technologies cover only the contemporary marketable clothes, while the insight in the aspect of historical costume is very limited. In this research, we developed the method that allows to reconstruct and do the virtual try-on of historical men’s suit consisting from four different garments—trousers, shirts, vest, and coat. The method includes, on one hand, the analysis of pattern drafting systems, patterns construction, special means of bespoke tailoring that were popular in the history and, on the other hand, the way of its adapting and preparing to contemporary technologies of 2D and 3D design. The exploration was done with men’s suit and the patterns from the nineteenth century. We studied how the tailors took all measurements, the content of size charts including divisional, direct measurements, and its combination. To parameterize the historical patterns of men’s clothes, we created the schedule of special indexes. We developed the method how to identify the means of garment shaping by steam pressing, which are hiding in the patterns, and how to perform ones by darts. The preparation of historical patterns to virtual try-on was done by CAD. As example, the reconstruction of full-dress suite painted on the Prince Albert of Saxe-Coburg and Gotha’ portrait (1840) was done, and high adequacy between the historical prototype and the virtual suit has been proved.
International Journal of Clothing Science and Technology, 2015
Purpose – The purpose of this paper is to produce an upper garment model for three-dimensional (3D) pattern making. This model will take into account ease allowance and silhouette, and will be used to propose a size-changing method. Design/methodology/approach – The authors used two real garment bodices with a surface suitable for pattern development. The garments were fitted to a designated dummy body and scanned. Using the scanned data, the authors made those upper garment basic models suitable for 3D pattern making. Using one model, the authors produced two bodice patterns, one with the original seam lines and the other with seam lines that differed from the original ones, and then compared them with the original jacket bodice. To construct garment models that were different in size from the basic model, the authors calculated multiplication factors of cross-sectional dimensions (in the front, back and lateral directions) between the basic garment and the actual garment shape wor...
International Journal of Affective Engineering
Fibres & Textiles in Eastern Europe, 2016
Fibres & Textiles in Eastern Europe, 2014
This work presents the modelling and numerical simulation of mannequins as well as clothes in a 3D virtual environment. The paper explains garment modelling, with the objective of defining the development of a 3D body model that is useful and based on the demand of the garment industry. For this purpose a development strategy should be defined. Many scientists are working on the creative process for virtual garment development to create a garment directly on a 3D model of the human body, also called “ virtual tailoring”.The first strategic issue in this context that we present is that the model must necessarily incorporate the ease garment model associatively. These parameters define the priority concepts that are the draping and proper fit of the garment. The second point is that the transition between the 3D and 2D patterns, known as flattening 3D patterns, must be associative, precise and must take into account the real deformation of the fabric.
Image Processing: Machine Vision Applications, 2008
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.
2016
This work presents the results of our approach in the field of modelling and numerical simulation of a garment in a 3D virtual environment. In our study we take into account the strategic point of approach where the numerical avatar model integrates the garment model by association without difficulty. On the other hand the flattening of 2D and 3D garment patterns need to be associative, accurate and impose the existing fabric deformation linked with a garment drape. The results mentioned in our previous paper showed that the adaptive mannequin morphotype model follows the human body morphology from the scanner, although large deformations were imposed to the initial human body during the creation process presented. This model is dedicated to the ready-to-wear garment sectors except for garments very close-fitting to the body (ease allowance value = 0 or negative) such as corsetry, because in this particular case it is necessary to consider the evolution of the chest for women. Moreo...
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