How to draw fashion design?
How to TALK to fashion design?
Fashion is functional: it protects against rain, sun, cold, snow, wind ...
Fashion is functional: it covers the taboo areas (variable depending on the country): sex, skin, hair, face, eyes, etc.
Fashion can also simply
be fun = personality, attract attention, beauty
reflect a profession (chef's hat, etc.)
express a hierarchical rank
Fashion can be broken down into collections (great couturiers - ready-to-wear), depending on the seasons of the year: spring, summer, autumn, winter
How to PRESENT fashion design?
Import the 3D mannequins provided by Clip Studio Paint.
Pixelate the layer
Switch the layer to blue color mode
Set the transparency to 30-50%
Vary the sex and age depending on your clientele or the character you want to dress: Male / Female / LGBT
Give a "mannequin" pose, with an S-curve. Vary the angles of the shoulder / pelvis / eye lines and avoid models as straight as stakes!
Adapt the models to the target of your fashion collection: vary age, build. Fashion must adapt.
Design to create REAL clothes
Think about the folds of the clothes: imagine the original shape of the garment (a sweater for example) placed on the floor. This sweater has seams that you can represent. Once put on a person, this sweater / pants will form folds where it is deformed from its original shape, at the joints: armpits, elbow, groin / crotch, ankle
Think about natural gravity: the garment falls; this is very important in fashion, how the garment is worn and behaves
On a woman, pay particular attention to her chest which will eventually extend a T-shirt, while the latter will "float" at the waist. A skirt will be stretched at the level of the pelvis and buttocks, then float lower.
Think about the various textures and materials: a fur behaves differently from a stiff starched linen (few folds but well marked) or a fine cotton (many folds but little marked. Metal makes it compulsory to have folded areas at the level. joints (knee pads, elbow pads)
Add details and accessories (in addition to seams and pleats):
# zips and flaps to put on the garment, buttons, belt or ties to hold and close the garment
# The pockets add functionality (optional for a rigid and uncluttered garment) vary in size, shape, layout, logo ...
# accessories: scarf (flying in the wind for more life and dynamism), beanie, hat, cap and any other derivation (bob, beret, kepi, chef's hat ...) bags (hand, shoulder, backpack ...), cape, necklace, earring, umbrella, book, glasses, cane ...
# the shoes are also adapted to the climate, personality of the character or target clientele: thong, foot bracelet, basketball (sport or sportswear), pump or stiletto heel. Remember that the foot has three parts (heel, arch, toes)
Fashion design for CHARACTER concepts
# A character has
a clean personality (cool, tyrannical ...)
lives in a context (time, climate, season ...)
has an objective (job, quest ...) and therefore potentially objects that he carries with him ...
All this has a direct influence on his clothes!
# character accessories, specific to their mission / profession / era / genre: sword, bow, firearm or bladed weapon
# for the characters, think of the hair flying in the wind, the beards, but also the particular design of animal-hat (panda etc), stockings, tattoos, long socks
# Vary the types of clothes according to their length, from mini to maxi: from the thong to the "grandmother's" panties, from the briefs to the long underpants, from the mini-skirt to the long dress, short or oversized hat ( weather, season, personality, culture, hierarchical rank), range of tight or very wide clothing etc ...
# think about right-left asymmetrical clothes and accessories
# Bring out the personality of your character or collection:
rounded shapes are cooler (large) = grunge (punk and…) urban bobo (nature) (city sportswear)
Straight cuts are tighter and evoke a rigid character (tight and straight clothes like suits and suits and ties) = BCBG
# For the characters, put the package on the details and the accessories, while keeping in mind the personality or the emotion that you want to show through.
- Even if you are looking for a maximum of reality, consider mixing a type of clothing with an opposite character (punk in a suit and tie for example)
# TIPS: for the characters, think about the functionalities of the garment (knee pad, watch, pockets, etc.)
# clothes get old: think about making holes, patches ...
# RQ: inking:
use contours without solid areas because the goal is to fill in the blanks with colors. Close your outlines well for easier use of the Paint Bucket tool
use a thick line for outlines and a thin line for details (material, texture, seam, shadow, folds)
at the inking stage, always remain free to add or modify your blue sketch, with the inspiration of the moment.
COLOR variations
!!! BEFORE you start to color, make sure you are not in Nightshift or TrueTone (Mac) or equivalent mode on Windows, these modes that yellow screens to avoid fatigue due to blue light.
Also remember to calibrate your screen ...
# use a color wheel to understand color associations: monochrome, duotone, tri-color, multichromy. Choose opposite (complementary) or close colors
# For duotone, keep in mind the notion of warm color (emerald green, blue, purple) and cold color (yellow, orange, red). A blue can be warm (turquoise) or cold (ultramarine), as well as a green (warm khaki or cold apple green)
# Black (a non-color?) Is used in winter (to capture more solar heat), by Gothics, during funerals, by politicians ...
# Light colors can also correspond to funerals or mourning in some countries, or to fight against the sun
# The colorful symbolizes joy, a need to be seen and noticed (red dress, color reminiscent of blood and therefore particularly garish)
# Some people prefer to wear neutral or even dark colors to better go unnoticed or to hide in cities or nature = Homeless, traveler, black blocks
# Add a new raster layer and color the skin with the paint bucket (reference to multiple layers - handle closing)
# Unless you are specifically looking for a rainbow effect, limit yourself to 2 colors, or even 3 maximum. From the constraint is often born creativity, sobriety and therefore professional rendering.
# Above the Clothing layer, add a Hue Correction Layer to test colors you might not have thought of. Clip it so that it does not act on the skin layer. Vary the shade
# Add a simple decor, with blurred outlines and distorted and clear colors, allows to pose the characters / mannequins and make them real, without hindering the reading and the highlighting of the clothes and the characters.
# Also vary saturation and lightness to test dark / light colors
# Add with a shadows raster layer (colored with # DBD6E6 in Product mode) and shade your characters to give them volume and therefore consistency and reality, after having defined the light source (which makes it possible to remain homogeneous for the shadows). Do the same for the clarifications.
# Add with a highlight pixelation layer (colored with # 98998E in screen mode) and add reflections on your characters to give them volume and therefore consistency and reality, after defining the light source (which allows you to remain homogeneous for the shadows)
To render the skin, add a Rasterization Layer above the Skin layer. Clip it and add shades of red with the Airbrush tool on the face and main joints (elbow, knee, toes and fingers, lower abdomen and breast)
Add to uniform colors a layer of rasterization yellow or other, all above, in product mode and with a transparency of 10-30%. Be careful, don't overdo it.
In practice: LAYERS (in the order of creation)
3 3D characters
male
Women
child, variable build, androgyny ...
sketch of the garment
inking of the garment and the skin
skin color
color of the garment
shadows
High clarification
hue correction layer to test the colors you would not have thought of
I hope you found this tutorial useful ^^ '
Thank you for your support ;)
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