However, generations of experience in making design patterns have produced adapted techniques in the art of pattern making. A few simple techniques have been used in pattern making for centuries, and some pattern makers prefer to keep things old school. While this basic sketch is made with the human form in mind, there are quite a few more steps that need to take place to transform this initial idea into a garment that will fit a human body.Įssentially, pattern making is the art of translating a designer's basic idea for a garment into a real piece of apparel that fits the human body in a flattering way. No matter which pattern making tools are employed, the process of pattern development begins when a designer makes a sketch of a garment that they'd like to make. In fact, it's increasingly popular for pattern makers to use computers or even high-end tablets to make patterns that can be used to cut and assemble real-world men's and women's clothes. There are a number of different methods that professionals use to make commercial patterns, and despite the conception created by pop culture, not all of these methods include three-dimensional dress forms. Take a look at some of the main elements of this art to take your initial sketches to the next level. Understanding the basics of pattern making will provide insight into how your garments will take shape. Essentially, patterns bridge the gap between ideation and production, which makes this process straightforward for both the brand and the manufacturer. This critical stage in development will help you to visualize the fit and decide on the size ranges of your clothing. Sewport provides an easy search function to filter your requirements and find designers who can take your ideas through to the development stage. Once you’ve designed your clothing, your sketches will need to be turned into technical drawings before patterns can be created.įor those who are new to fabric patterns, there are many resources and professionals that can assist in the process. The detail and technique behind each pattern ensure that garments are made to specification with a minimal margin of error. Pay attention to bend lines (the curve of the rib cage, etc.) as those angles and lines are crucial to creating a figure that doesn't look like it has dislocated body parts.Creating patterns for clothing production is a skilled practice.Draw the waist as a horizontal line that’s shorter than the shoulder and hips lines. It’s common to sketch the shoulders and hips tilted in opposite directions, in a position called contrapposto, or counterpose.The torso should measure about two heads in length. Notice how the waist is smaller than the lower portion of the body and hips. Refer to pictures of models in magazines or advertisements for reference. When you’re finished, the torso should look like a normal torso you would see on a body.As with a real human body, the shoulders should be the same width as the hips, or the top of the pelvic box. The torso should extend upwards, bending in the midway at the waist and extending out again at the shoulder. Extend the torso lines upward from the two corners of the pelvic square. Don’t worry too much about creating an accurate-looking model or adding features to the face.ĭraw the torso and shoulders. Note that when you’re designing clothes, a proportional model isn't required, because the clothing is what is being showcased, not your figure drawing skills.You want this line to extend from the top of the model's head to the ground that she is standing on. For example, if you want the model to be posed with her hips tilted slightly to her left, draw a straight balance line in the middle of the page. The balance line should be a straight vertical line, even if you want the model to pose in a leaning position.You can think of the croquis as the skeleton of the model. This is the base of your croquis, and from this, a proportional drawing can be made. Draw it from the top of the head to the tip of the toes, along the backbone of your croquis. This is the first line of your sketch, and it represents your model’s center of gravity.
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