University of Fashion Blog

Posts by: Carol McDonald

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Carol McDonald is a new contributor to the University of Fashion. She, along with her husband, are owners of Gneiss Concept, a consultancy that focuses on mass customization of footwear and apparel manufacturing. She has over 30 years of experience in Manufacturing and Sustaining Engineering covering Consumer products (Starbucks, Intermec, Microsoft), Medical equipment (Physio Control), Testing equipment (Fluke Networks), Fitness products (Precor) and Design Innovation (PNNL). She has attended Shoe School in Port Townsend, Washington and Modo software training at Pensole, Portland, Oregon. Carol McDonald graduated from University of Washington, Bothell, in Electrical Engineering (B.S.), from Oregon State University in Mechanical Engineering (M.S.), from University of Oregon in Mathematics (B.S.). Carol McDonald is co-chair of IEEE 3D Body Processing Industry Connections Group which brings together diverse stakeholders from across technology, retail, research and standards development to build thought leadership around 3D body processing technology standard, https://standards.ieee.org/industry-connections/3d/bodyprocessing.html Her three grown children are involved in STEM fields ranging from distributed power generation engineering, a High School science teacher, and computer programming. She enjoys family ski trips, adult rec soccer and quilting.

Welcome to the Metaverse: How Fashion and Cartoon Avatars Can Build Your Brand

(Image from the Balenciaga-themed episode of The Simpsons released by the brand during Paris Fashion Week Spring 2022)

In a previous UoF blog, we covered how Balenciaga’s creative director, Demna Gvasalia, co-created a bespoke 10-minute episode of The Simpsons, in which Homer tries to learn the correct pronunciation of the brand name, “buh-len-see-aa-guh” and seeks to find the perfect birthday gift for his wife Marge. The episode premiered during Paris Fashion Week 2022 at a red carpet event held at Théâtre de Chatelet, with a star power assist from Isabelle Huppert, Eliot Page, Cardi B and Naomi Campbell. It was a huge success, and the fashion industry took note. Another marketing avenue was paved.

Can I create my own DIY Cartoon Character?

The answer is YES! With computer gaming on the rise, especially among Millennial and Gen Zers, some famous fashion brands have already gotten in on the act, creating fashion outfits for computer game characters. Not only does fashion created for characters add prestige to the games themselves, but they help bring brand awareness to a new cohort of potential customers who wouldn’t ordinarily shop heritage fashion houses, such as Vuitton, Balenciaga and Ralph Lauren.

Today, cartoon generator websites like turnmeyellow.com and getcartoonizer.com instruct you on how to take your photo (2D only) and then create a downloadable digital file of yourself, for example, a Simpson’s “yellow” character, or a character from Comedy Central’s hit series, South Park. However, while these apps will transform your photo to have the “same look” as a Simpson’s or a South Park character, obviously you are not actually a copyrighted character from these shows and therefore they cannot be used for commercial purposes. In the case of Balenciaga, their team worked closely with The Simpsons’ creators directly, and received permission to use their characters (and created new ones) to promote the Balenciaga brand.

Are personalized fashion avatars the next wave?

(Image credits: Ready Player Me)

Yes. The next wave is to create your own personalized fashion avatar and the marketing possibilities are endless. Either way, these new marketing tools have designers jumping for joy.

If you are familiar with 3D design software, such as CLO3D, Browzwear, Optitex, Gerber, and Tukatech, then you know how realistic-looking fashion avatars have become. And so, it comes as no surprise that apps for gaming and fashion-generation are now available to the general public.

One avatar creation app is Ready Player Me by Wolf3D, where you can create an avatar with or without a picture, specify gender (or not), and specify skin tone and hair. By generating a personal avatar from a selfie image, you’re able to use it in different gaming and virtual applications. In a newly announced partnership with metaverse fashion leader RTFKT, you’re able to use their shoes and jackets to customize your avatar and you have access to hundreds of hairstyles, eyebrows, glasses and other options. All of these assets are free for Ready Player Me users. In addition, their avatars can be used with gaming platforms such as, Unity and Unreal Engine and have web and IOS integration.

By the way, the personal plans and/or student plans from the two main game engines are free.

Platform Link
Unity https://store.unity.com/compare-plans
UnReal Engine https://www.unrealengine.com/en-US/download

 

(Image credits: Ready Player Me)

How early 2D fashion toys helped build brands, thus paving the way for today’s digital fashion cartoons & avatars

(Image credit: Bunty’s cut-out paper dolls from Pinterest)

If you are of a certain age, then you might just remember a time when ‘cut-out dolls’ were all the rage. Girls would spend hours folding clothes with paper tabs over figures made of paper or thin cardboard (in fact, some of us even designed our own paper clothes!). Paper dolls, dating back to the mid 1600s, were mostly used as children’s toys. However, eventually they found their way into advertising. with movie stars and celebrities as the focus.

Fast forward to the 21st century. Now you can create your own fashion ‘doll’ (avatar) to use for AR experiences on your phone and to bring your own personalized avatar into your favorite computer games.

With some entrepreneurial spirit, some mad computer & design skills, why not create your own computer game or cartoon character to promote your brand?

(Image credit: House of Math)

Let’s take a look at House of Math for inspiration. It’s a good example of using avatars to promote personalized learning. According to House of Math: This gamified platform offers games, the whole curriculum for K12, math drills, boot camps, study techniques and problem solving. You can also create your own 3D-avatar which takes your through all your activities. In addition, we have Mentor-on-Demand: a teaching service where you can either chat, video chat or have a one of our over 140 mentors come and teach at your home.“

(Image credit: Afterworld: The Age of Tomorrow on YouTube)

And let’s not forget Demna Gvasalia’s bespoke video game in 2020 entitled, “Afterworld: The Age of Tomorrow”. 

How would I get my designs to games?

As you may have guessed, creating your own good computer game can cost thousands, and unless you or someone you know has some serious gaming chops, your best bet is to explore existing gaming platforms that allow you to design clothes for a particular game so that you can market your designs through your own social media channels. While there are services and software to make this easier, those may come with a fee.

To all our aspiring tech-savvy designers out there who are interested in promoting their own designs through computer games, let’s look at some popular garment design software and how to get your designs to games.

Remember, for games, you will need to export the garments and the avatar on whom you design the garments. CLO3D and Browzwear will allow you to export certain avatars. Marvelous Designer is similar to CLO3D and is focused on Animation and Gaming, but if you are using CLO3D for clothing design, there may be a different workflow.

Where to get started?

Let’s start with Browzwear and CLO3D. Since in any game, your avatar will want to move, both platforms have avatars that are already rigged and ready to export as FBX file types.

Tutorials on Automation Source
https://browzwear.com/watch-your-designs-come-to-life-with-the-vstitcher-animation-workspace/ Browzwear
https://support.browzwear.com/VStitcher/Export/settings.htm#ExportFBX Browzwear
https://support.clo3d.com/hc/en-us/articles/360055227373-Automatic-Rigging-Converter-ver-6-0- CLO3D
https://support.clo3d.com/hc/en-us/articles/115000526908-3D-File-FBX-Import-Export CLO3D

 

And if you want to use other poses or use other avatars, Mixamo works with Browzwear and this workflow is explained by Browzwear.

https://www.mixamo.com/#/ Mixamo Adobe

 

If your game allows import of your own avatar, they will give detailed instructions.

Game/ Platform Link
VRChat https://www.gameskinny.com/9c6x1/vrchat-guide-how-to-create-custom-avatars
Animaze https://www.animaze.us/manual/gettingstarted3d/animaze3d
Valheimians https://www.valheimians.com/article/how-to-import-custom-avatars-in-valheim-multiplayer-with-valheimvrm-mod/
Roblox https://developer.roblox.com/en-us/articles/using-avatar-importer

 

But what if I want to get my designs into video format instead?

Good news, Browzwear can save to an MP4 and CLO3D can save to an MP4 or MOV file. You can also download garments with movement without the avatars. If you know how to edit MP4 files, this is another method to get your designs visible.

Tutorials on MP4 / MOV files Source
https://browzwear.com/watch-your-designs-come-to-life-with-the-vstitcher-animation-workspace/ Browzwear
https://www.youtube.com/watch?v=adx8WPVA92o&t=380s Browzwear
https://support.clo3d.com/hc/en-us/articles/115004522187-Animation-Video-Capture CLO3D
https://invideo.io/blog/how-to-merge-videos-in-windows-10/ Invideo.io

 

If you are less tech-savvy but love to draw, why not create your own cartoon character?

(Image credits: Sew Sketchy)

Sew Sketchy

Sew Sketchy is the brainchild of fashion illustrator/influencer/Parsons graduate, Romy Schreiber. Followers of Schreiber’s Sew Sketchy character have a ball as they watch Sew Sketchy explore life as a fashionista. In Schreiber’s own words, “she is a sartirical personification of the fashion girl stereotypes yet what you read is 100% inspired by her real life.”

Image credits: Sew Sketchy

The Most Stylish Cartoon Characters Best Dressed Lists

(Image credit: Cosmopolitan magazine, 2014)

Oh, and did you know? There are several ‘Best Dressed Lists’ when it comes to rating the most stylish cartoon characters (spoiler alert…Olive Oil from Popeye is not one of them). For example, there is Anime Motivation’s “The Best Anime Character Outfits”, 3Dtotal’s “15 Stylized Characters of Spring 2021”, Sara Scoop’s, “The 10 Most Stylish Disney Characters”, Cosmopolitan magazine’s “The Most Stylist Cartoon Characters of All Time”, Attire Club’s “The Most Stylish Male Cartoons Characters on TV”, MsMojo’s “Top 10 Cartoon Characters Who are Totally Fashion Goals”, and Elle magazine’s “Fashionable Cartoon Characters”.

But, in my book, the best of all is Pixar’s character Edna “E” Mode, the half-Japanese, half-German fashion designer from the animated cartoon, The Incredibles. Why? Not only does she have her own personal style, but she also knows how to design for all of the characters in the show.

Design wise, Edna Mode from the start was all about shape and size inclusivity, even before it was popular. She designed to the ‘person’s strengths’ and made personalized clothes just for them.

“I never look back, dahling. It distracts from the now.”

—Edna Mode

Too bad I can’t hire her for any of my own future products!

(Image credit: Pixar)

So, tell us, do you have a fav cartoon or game character and how motivated are you to use gaming to market your brand?

Gaming & Fashion: Two Aspirational Worlds of Experiences Combine

- - Fashion Innovation

(Image credit: Skinvaders blog post)

To those of you out there who aren’t into computer gaming, listen up, it won’t be long now before that could change.

According to two recent blog posts on Skinvaders (a platform for in-game branded skins and digital clothing) entitled, “How the new gamer generation is driving fashion in gaming” and “Why are people spending money on the branded clothing in-game?” Janne Souza stated that the growing popularity of life simulation and casual games has increased the number of women gamers, in fact, women account for 46% of global gamers! Souza also claims that gaming is now the biggest entertainment industry with $180 billion in revenue, and, that Gen Z and Millennials are the most active gamers (Gen Zers representing almost 40% of all global consumers).

Why now? What is driving fashion brands to work with gaming companies?

Souza posits that fashion is seeing gaming as a crucial marketing channel and a way for brands to sell digital or phygital (both digital and physical) collections, as their consumers do not see a border between the digital and physical worlds. Additionally, people are the same in the physical and digital worlds – they want branded clothing or skins in both environments – for their personal and exclusive identity and that gamers are willing to spend on tools for self-expression. Souza also states that the psychology of brands (the brands’ image that is transferred to us) is the same in the digital world as the physical. We want to be fashionable and 70% of young gamers are interested in branded ‘skins’ (fashion).

BALENCIAGA 

So, it’s no surprise that on September 20, 2021, Balenciaga announced their partnership with Unreal Engine’s game Fortnite to further blur reality. 

Do you want the fashion to be real in your game or real in your physical world?  Alas…now you can have both!

Players in Fortnite can now have Balenciaga fashions (or skins) for their characters. Players can also purchase Fortnite branded items on the Balenciaga store, Tees, caps, leather jackets, shirts, and hoodies (hoodies – are already sold out), sizing in French unisex XS – L.

(Image credit: Unreal Engine)

(Image credit: Unreal Engine)

(Image credit: Unreal Engine)

(Image credit: Unreal Engine)

In the blending of the real world and gaming, the same models can now be used for both digital world and real-world interactions.

If you are a follower of the University of Fashion blog, then you know that for the past two years we have been covering technology’s impact on the industry: the rise of fashion video games, our 2019 post covering Riot Games’ collaboration with Louis Vuitton x League of Legends, how the fashion industry is moving into the world of Augmented Reality (AR) retailing, Artificial Intelligence for fashion and the use of 3D design software in the design process and in 3D textiles.

It therefore comes as no surprise that the fashion industry is focused on the buying power of the biggest gaming aficionados, Millennials (born between1981-1996) and Gen Zers (born after 1996), since according to McKinsey & Co, these combined generations wield around $350 billion of spending power in the U.S. alone; around $150 billion by Gen Z and around $200 billion millennials. In 2020, Gen Z accounted for 40% of global consumers. What better way to broaden a brand’s generational reach (especially among heritage brands like Vuitton and Balenciaga) than to meet them in their ‘world’?

RALPH LAUREN

Balenciaga is not alone in their attempt to reach and to recruit new gamers to their brand. Other fashion brands are also bringing fashion to gaming. Late August 2021, Ralph Lauren formed a partnership with Zepeto to create a 50-piece digital apparel collection and virtual world. For those unfamiliar with Zepeto, it is a free social media app that lets you create a 3D digital character (called a Zepeto) from a picture of yourself and then share it on social media. We all have friends who have created a personal Zepeto, right?

The 3D avatars in Zepeto can now have an exclusive Ralph Lauren x Zepeto wardrobe. The Ralph Lauren flagship store, along with two other locations in New York City, form the digital spaces to interact with the Lauren collection. You can get a glimpse of this virtual world on YouTube: in a virtual Central Park and picking out a classic sweater at the Ralph Lauren flagship store.

(Image credit: YouTube)

(Image credit: YouTube)

HOW ARE VIRTUAL OUTFITS CREATED? 

For all the ‘on-the-table’ designers out there, you know, those of you who prefer to actually touch the fabric, and draft, drape and actually sew your designs – you will be happy to know that some of the workflow in creating virtual outfits is somewhat the same.  

Workflow

First, the virtual garments are modeled based on real garments, then the physical materials and textures are matched with a virtual equivalent. Using 3D scans (for already physical items, such as sneakers) and Unreal shaders (algorithms that literally add shading to the skins) for the virtual world are created.

Just like in the real-world, from sketch to final product, there are many steps in the workflow.  The key points are:

  • The artist brings the vision and concept and even for all of the 3D technology – artistry is still the heart of design.
  • Just like in the real world, the digital environment is an important consideration to the final product.
  • Fabrics and grains were not exactly the same as in the real world, but virtual equivalents can be found.
  • Different CAD programs have different strengths. Multiple CAD packages will be used to create the final product, such as Zbrush, Maya, Marmoset Toolbag, Substance Painter, 3D scans, CAD data, and Unreal Shader system.
  • There are 3rd party companies that help with getting 2D/3D assets between fashion and gaming. So, you are not alone in this new metaverse.

(Image credit: Skinvaders.io)

THE NEXT WAVE

A scene from the bespoke Balenciaga episode of The Simpsons (Image credit YouTube)

All eyes in the fashion industry are on another new PR/marketing ploy, namely collaborations with iconic TV cartoon characters. During Balenciaga’s recent spring 2022 collection show, the audience was treated to a bespoke 10-minute episode of The Simpsons, in which Homer treats Marge to a Balenciaga birthday gift that ends with the town of Springfield being flown to Paris by creative director, Demna Gvasalia, to model in his show. Since The Simpsons first aired in 1989 and is the long-running animated comedy on TV, its reach includes Baby Boomers (born between 1946–1964) and Generation X (born between 1965–1980), as well as Millennials.  Between cartoons and computer games, it looks like Balenciaga has nailed every generation from Boomer to Gen Z.

Stay tuned to our blog for more info on how you can create your own DIY avatar fashion and avatars from cartoon characters.

Does anyone out there want to comment on how the fashion industry will reach Gen Alpha (born after 2010)?

The Future of Textiles – Digital Realm

Image Credit: Sharon McCutcheon

Textiles are the most essential element in the making of garments. Whether they’re made of silk or cotton, wool or linen, poly or some other man-made fiber, the future of textiles is headed in the digital direction. The subject of this post will explore the digital realm of textiles and other materials and where they’re headed.

If you’ve been following our blog, then you will remember that I first covered this topic in a September 2020 post entitled,  TECHNOLOGY: Big News in 3D Design & Fabrics. And, recently, at the July 2021 PI Apparel conference (Product Innovators), I am happy to report that the world of digital textiles is still on the move!

Just how important are digital materials?

Image credit: PI Apparel

PI Apparel is a membership community for apparel and footwear professionals. Their July 15, 2021 Spotlight session, focused on Digitalizing Materials, and was the most attended Spotlight to date. Panelists for the session included representatives from Browzwear, CLO, Optitex, Vizoo, Substance by Adobe, Seddi, swatchbook, Studio Lupas and Tong Hong Tannery. Brands such as Nike, Ralph Lauren, Old Navy, Perry Ellis, New Balance and Target, as well as research organizations, such as AMFI (Amsterdam University of Apparel Science) were also represented.

Image credit: PI Apparel

The fact, that Browzwear, CLO and Optitex were together in a session on How & Why to Make the Most of Existing Digital Libraries, shows a willingness to work with competitors to foster the goal of using 3D, at scale, to accurately represent materials virtually.

The two aspects of both visual and physical must be combined in a way for the virtual material to reflect the physical material. For suppliers who are providing virtual materials, they are now able to compare the physical material by draping a particular textile over a ball in a controlled lightbox with the virtual material modeled in the same lighting conditions so that it can compare to the quality of the visual model. The physical aspects need the raw data for stretching, bending and other physical properties of the material to model the proper soft physics. This technique helps the designer get a feeling for how a textile will drape, bend and react to a particular design when using 3D design software.

Goals Versus Scanning

Image credit: Susan Wilkinson

One of the issues with scanning materials is the level of detail that is needed for each requirement. As part of  Web 3D Nov 2020 Conference Workshop #3, these challenges were discussed between me (co-owner of Gneiss Concept) and Dejan Zvekic – CPO of Geng Geng (3D Expert of Material Exchange). Scan requirements can vary from good-enough-for-artists to use, as a base for their designs – to accurate, very time-consuming scans that are obtained in multiple file formats.

The type of information stored from the scans can include textures, e.g., color (base or diffuse), roughness, metalness, transparency, specular, normal, and displacement. Scanners or scanning software will define these terms per their device. So far, inroads have been made in digitizing materials, but there are still some materials that present challenges.

Note that there are many materials that remain difficult to scan as stated below:

Image credit: Material Exchange

Another challenge is that material properties also need to be stored for proper modeling in 3D digital software. Sharing data in the commercial environment requires common attributes such as: name, price, country of origin, description, lead times, minimum order quantity (MOQ), perhaps collection/season, and color family. Each material type will then have its specific attributes. In addition, certifications for the materials, such as a Restricted Substances list, Zero Discharge Harmful Chemicals and other data may be required.

Permission granted by Material Exchange.

Digital Realm – An interview with Jason Eric Brown

Image credit: Tong Hong Tannery

In an interview with Jason Eric Brown of Tong Hong Tannery, a self-described CMF (color, material, finish) nerd, he described material scanning and what is required. Since the apparel and footwear industries would like their suppliers to generate digital materials, my interview with Jason shed light on the process of material scanning and digital materials, which was helpful in understanding the scope of work. I learned that Tong Hong Tannery uses Vizoo scanners and X-Rite Tac7 scanners, Substance by Adobe and swatchbook.

According to Jason, one of the challenges of having a large database of materials is searching for a specific material in the library. For example, if you want a 28-gauge cotton material of a certain color, how do you to set up the database so that it is easy to find?

In his opinion, the Vizoo and X-Rite Tac7 scanners both have their purposes depending on your goals and the materials themselves. The Vizoo is a quick scanner but not able to scan everything and the X-Rite Tac7 can handle more complex materials, but it can take a up to a day to scan. If one has a large collection of materials, one will need to use both types of scanners, depending on the material and the business needs.

Tong Hong Tannery starts with scanning the physical materials on a flatbed or roll printer (depending on material) to find the normal, height, and mask, while adjusting for the gloss of the material. It is important to start with a physical item. He uses Substance by Adobe to assemble the “packages”. The scans consist of layers – 1) textures 2) pigments and 3) processes. Jason finds scanning in black and white helpful to build the layers. This way, the color of the material can be added easier for different colorways and will not be impacted by the physical scanning.  These are also rendered using Octane Render or Modo software for the final product presentation.

As Jason’s materials are mostly used for footwear, he is focused more on the appearance of the material rather than having to include the soft physics. Garments are more dependent on the soft physics.

Future Skill Sets

Image credit: swatchbook

Understanding the creation of digital materials will be important in the future, since the new fashion industry mantra is Less Samples, Less Waste, Less time. For the CMF nerds among us, the future is here and becoming scalable. Stay tuned…

So, tell us, are you a CMF nerd?

Finally…Out of the Closet!

- - Fashion Tips

When was the last time that you really looked in your closet?  Did it take a pandemic for you to go through it and toss out or donate things that you never wore or haven’t worn in, forever? Well, that’s a start. But here’s something more to ponder.

Image credit: https://thecardswedrew.com/diy-closet-makeover/

In 2018, the Amsterdam Fashion Institute (AMFI) and their student collective called Dirty Laundry, developed the Closet Mass Index (CMI) (borrowing its name from Body Mass Index – BMI) based upon the United Nations’ Sustainable Development Goals (SDGs). Dirty Laundry’s mission is to change the educational environment and the fashion industry, by initiating a dialogue and collective action centered around sustainability and the impact that our individual purchases have on the environment.

Image credit: From the Amsterdam Fashion Institute (AMFI) Dirty Laundry guide

According to Dirty Laundry, “most clothes are bought in the spur of the moment: you fall in love with an item, perhaps without realizing that you already have 3 or 4 pieces alike. It becomes difficult to make conscious decisions when you don’t know what really is in your closet.”

Whether you have a small closet or a walk-in, have your ever thought about the items in your closet in terms of categories? For example:

  • How many are new
  • How many are unworn
  • How many were gifted (hand-me-downs, swapped items)
  • How many are secondhand
  • How many were mended
  • How many were made locally
  • How many were made on your continent
  • How many were made overseas

This is the idea behind AMFI’s Closet Mass Index. By using their worksheet to take stock of what’s in your closet by category, the CMI provides insight into the ‘health’ of your closet. According to Dirty Laundry, “It is a tool for measuring its volume in a qualitative way. The word qualitative is key here, since it’s not just about knowing the number of items, but also their origins, their journey into your closet and ultimately your own buying behavior.”

Image credit: From Amsterdam Fashion Institute (AMFI) Dirty Laundry Closet Mass Index Guide

Dirty Laundry’s worksheet and the exercise of categorizing what’s currently in your closet is referred to as ‘7 Easy Steps’ (see list below). Once you have sorted your closet items into categories and completed the count, you will be able to ‘reflect’ on the contents and ask yourself a series of questions that will help you explore: your preferences, any future purchases and provide you with an accounting so that you can focus on your moral responsibility to the planet.

Questions include:

Which is the newest? Which is the oldest? When were they bought? Which are the favorites?  How many were made: locally? On your continent? Overseas?  What changes do you want to see in 2 years, 5 years, 10 years?

Where do you get most of your clothes? Which materials do you prefer?  Do you see a pattern in the items you do not wear?  What is your main trigger for buying (price, style….)?  What do you do with the clothing you do not wear/want anymore?

Image credit: From Amsterdam Fashion Institute (AMFI) Dirty Laundry Guide-7 Easy Steps and Reflection questions

As you can see, Dirty Laundry’s CMI worksheet refers to ‘jumpers’ (British English), which in American English are sweaters. So, I took the liberty of creating my own CMI that’s geared toward the American women’s wardrobe. On the worksheet below, I replaced Jumpers with Sweaters/ Sweatshirts, I added ‘Bottoms’, which encompasses Jeans, Pants, Shorts, Sweatpants and Leggings, and I added an additional category for Sports/Exercise clothing.

Image credit: UoF’s revision of Amsterdam Fashion Institute (AMFI) Dirty Laundry Closet Mass Index Worksheet

 

My Own Reflections: Beyond the Closet

After sorting, categorizing and counting the items in my own closet, the CMI exercise gave me a perspective as to my buying habits and the impact of ownership of these items. In the end, my reflections tended to be more philosophical.

Maybe, due to COVID (it’s just been that type of year), I found that I learned so much by looking into my closet. I came up with the following questions and realizations:

  • How had COVID changed my closet? For one, all of those work blouses would have to wait another day.
  • I could count on one hand how many garments were made in the U.S. and those that were, were not made recently. I asked myself, what did that mean for U.S. garment workers?
  • How many of the clothes in my closet were seasonal and how many were year around? Should I recycle those that were only seasonal? Were they even recyclable?
  • How many days per year could something be worn? Should this be an important consideration when buying a garment?
  • I learned that my sports and exercise clothing contained a lot of Lycra, which make them harder or potentially impossible to recycle based on current methods. The questions became: how many of my garments are 100% of one material and how many were blends?  It is known that blends are harder to recycle or upcycle. I asked myself, how do we improve the recyclability of blended garments? 
  • I did some research and found out that the BBC had a good article on how hard it is to recycle clothing. https://www.bbc.com/future/article/20200710-why-clothes-are-so-hard-to-recycle. This reminded me that I definitely needed to change my purchasing options in the future.
  • I sadly discovered garments that I had never even worn and yet I kept them in my closet regardless.
  • I also found items like my son’s vest from when he was a ring bearer. He is married now himself and it was clearly the sentimental side of a mom hanging on to something that someone else could possibly use.
  • There were other non-clothing items in my closet, but could they be recycled? Objects like plastic hangers, suitcases, and bike helmets. Things with a combination of materials. What should I do with them?
  • I also pondered the need for walk-in closets at all, and what the impact of having one is to the architecture of housing and therefore to the heating/cooling costs of buildings? What does possessing a walk-in closet mean for the expected rate of garment consumption?
  • I learned that building operations account for 28 percent of carbon dioxide emissions annually, per the United Nations Environment Program. What percentage of floor space in housing are closets? How much energy does it take to keep our clothes comfortable? I found these links very helpful https://architecture2030.org/buildings_problem_why/

https://archive.curbed.com/2019/9/19/20874234/buildings-carbon-emissions-climate-change

I was empowered to make changes in my life as a result of this exercise and therefore want to encourage everyone to take the CMI challenge. I can assure you…you’ll be very happy you did! Maybe you’ll even want to make it your New Year’s Resolution?

 

Other Closet Solutions

For those of you who are handy with a sewing machine (which everyone who’s reading this UoF blogpost probably is), Dirty Laundry suggests that you take an accounting of how many pieces in your closet that you can:

  • Upcycle
  • Mend
  • Makeover
  • Tailor
  • Swap

Image credit: From Amsterdam Fashion Institute (AMFI) Dirty Laundry Guide

Image credit: From Amsterdam Fashion Institute (AMFI) Dirty Laundry Guide

For more on how to upcycling and recycling, be sure to check out UoF’s new Sustainability Series by Noor Bchara, founder of Upcycle Design School. Learn how to become a more sustainably-minded global citizen.

Together we can reduce our carbon footprint and I think that’s the best New Year’s Resolution of ALL!

So, tell us…what does your closet have to say about YOU?

 

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TECHNOLOGY: Big News in 3D Design & Fabrics

Dancing like the wind or standing in a simple halter shift. Both show the importance of drape & modeling in 3D.  (Courtesy https://browzwear.com/products/v-stitcher/)

Could This be the Key to Bringing Manufacturing Back Home?

If you are a faithful University of Fashion blog-reader, then you know that we’re BIG proponents of preserving the art & craft of fashion design through our vast library of hands-on lessons, lectures and computer design lessons. Since our launch in 2013 we now have 500 videos from which anyone can learn. And learn they do. We are proud to say that tens of thousands of students, teachers and aspiring designers from 144 countries are actively using our site, a 45% increase over last year, mainly due to Covid-19 and the switch to distance learning classes at many schools.

Another reason we started UoF was to promote domestic manufacturing, with a special focus on sustainability. Thankfully, here in the U.S., we are seeing more and more companies bringing their production back home. And in many cases it’s upstart designers who are leading the pack.

 

3D Design, Fabrics and Materials

We also believe that 3D design software will be a major factor in helping us reach our goals of a greener planet by making less samples and by pre-selling clothing and accessories from 3D avatars on a computer, iPad, phone and/or from a virtual runway show.

As you may have read in our past blogposts, 3D Revolution in the Fashion Industry, the use of Artificial Intelligence (AI) for Fashion and Augmented Reality (AI) for Fashion Retail, 3D is fast becoming the future of fashion.

However, one of the biggest hurdles with 3D design software has been the ability to capture the realisticdrape of different types of fabrics and a limited fabric library to choose and design from. Well, we are happy to report…the times, they are a changin’

Of the several 3D software and scanning providers out there, this blog post will focus on advances by Browzwear (one of the providers of 3D software noted in the UoF 3D series) and Vizoo (a provider for scanning and digitizing materials), and on key developments in their partnership.

 

Browzwear’s and Vizoo’s Announcement

Browzwear has extended its partnership with Vizoo and is taking it a step further. The raw physical data, extracted by the Fabric Analyzer by Browzwear (FAB), can be utilized in VStitcher and combined with U3M software from Vizoo. The U3M data from Vizoo contains color and texture information about the material or fabric. The main differentiation in this release is the ability to extract raw data from FAB, in addition to material standardization. The software file format is a new open source file format called U3M Version 1.1.  Therefore, it allows for the combination of visual and physical material information in one source.

Browzwear and Vizoo have committed to being open source platforms, which creates visual alignment across different applications and is a key development for the industry.  For an industry not known for working together and only sharing in-house, this could change the industry and ultimately benefit customers.

Browzwear has created a growing ecosystem of partners to input assets (scanning, avatars), workflow management (PLM) and output data (merchandising, rendering, animations). Vizoo is in discussions with other 3D CAD providers on how to read FAB data and extract measurements.

Vizoo and other scanning companies will scan materials for their customers or provide rental of their scanners to increase access to material scanning across the industry.

 

Why is Material Modeling So Important?

(Image Courtesy: Material Exchange)                                      (Image Courtesy: Swatchbook)

The next frontier in 3D design is to understand and model materials. For designers to truly embrace 3D, the garments on the avatars need to closely emulate the fabrics in real life. Fabrics are considered a subset of materials. Going beyond the color and texture of the fabric, to capture the soft physics of the fabric, allows for the designer’s vision to be truly communicated and gives the designer confidence on their creations in the 3D visualization. The key soft physics of the fabrics include the stretching and bending properties, which are in part dependent upon fabric thickness.

Current travel restrictions have disrupted the industry and changed how business is done. For material suppliers, a digital representation of their fabrics will be key in communicating with brands and designers. Global digital databases are becoming key resources for brands and designers, such as the Material Exchange and Swatchbook, which include not only the physical material information, but also the attributes needed in PLM systems. The digital representations will not replace the actual touch and feel of fabric but will reduce the need to send multiple fabric samples before candidates are finally chosen.

 

Two Main Types of Material Scanners

Scanning of materials or fabrics for 3D CAD can be divided into two main categories:  scans for color and material texture, and another for physical properties that capture how a material will drape.

 

Color Scans

Color scans are rendered using different techniques of computer graphics. The goal is to render a photorealistic simulation. To do this, one needs to accurately model the flow of light in the real world. Some of the qualities of the material that impact the flow of light include: diffuse color (or base color), specular color (reflected highlights), roughness of the material, or transparency of the material (solid or like glass). These values can be impacted by material type, such as organics (hair, fur, skin texture), metals or very shiny materials, transparent materials, or plastics. The lighting selected will also impact the rendering – ambient light, full sunlight, and lighting at various angles.

Samples of Materials available for download on the U3M website, on the left (Houndstooth), on the right (Big Knit Jacquard). There is even a black glossy leather sample for review. (Images Courtesy: https://www.u3m.info/)

 

What Exactly is Soft Physics?

Soft physics is a field of computer graphics that focuses on visually realistic simulations of materials that are easily deformed. Materials such as gels and fabrics, retain their shape after use, but will change while being worn through draping, gathering, bunching, etc. Therefore, to fully model the material in 3D, the stretch and bend of the fabric needs to be understood. A good example is the difference between silk or cotton or sketch fabrics. In other words, 3D simulations need to capture how the finished garment will react to the chosen fabric.

 

Cotton Incorporated Launches New 3D Fabrics

(Image Courtesy: https://www.cottoninc.com/quality-products/fabrics/fabricast-collections/)

In August 2020 Cotton Incorporated’s CottonWorks , announced the launch of 3D downloadable digital files, taking cotton apparel design to the next level. The FABRICAST  collection offers designers and product developers working with two popular design programs, Browzwear and CLO, access to inspirational and inventive cotton and cotton-rich fabrics for the collaborative design process.

Cotton digital fabric files can be downloaded for CLO and Browzwear programs at  cottonworks.com, the cotton resource for textile professionals. CottonWorks  is a go-to textile tool for discovering what’s possible with cotton. From fiber and manufacturing education to sustainability facts to fabric inspiration and trend forecasting, cottonworks.com has the resources the industry needs to stay in motion.

Cotton Incorporated’s CottonWorks , a resource for textile professionals, launches 3D downloadable digital files, taking cotton apparel design to the next level. The FABRICAST  collection offers designers and product developers working with two popular design programs access to inspirational and inventive cotton and cotton-rich fabrics for the collaborative design process.

According to Cotton Inc., “The work-at-home environment, this year, propelled many companies to search for more digital solutions in all aspects of the business including the already emerging 3D design programs.”

And Krista Schreiber, a veteran industry designer and digital supply chain consultant, stated that “3D technology offers a great solution for digital design, fit, merchandising, and marketing. When you connect that digitally with sourcing and manufacturing, we have a winning combination for the apparel industry.

 

For the Textile Geeks

A detailed discussion, The Measurement of Fabric Properties for Virtual Simulation – A critical review, is available on the IEEE 3D Body Processing Industry Connections site. This paper compares six different fabric physics measuring systems: Kawabata Evaluation System (KES), Fabric Assurance by Simple Testing (FAST), Fabric Touch Tester (FTT), CLO Fabric Kit 2.0, Fabric Analyzer by Browzwear (FAB), and Optitex Mark 10. It was published February 2020. The focus of the paper is on the hardware and raw physics results. Authors are from Amsterdam Fashion Institute, Netherlands; University of Art and Design Linz, Austria; and University of Manchester, UK.

In summary, the future of materials is digital and will play an important role in the 3D ecosystem.  Are you ready?

 

 

Fashion Computer Game

Apparel Design and Gaming

Gaming is big business.  Fashion is big business. Is there any overlap?

Gaming has a global market value of $152 billion, as reported in the Global Games Market Report by the intelligence firm, Newzoo, of which 45 percent is spent on mobile games. In 2019, a staggering $2.4 billion people were estimated to have played a mobile game (close to one third of the global population).

 

How is Fashion Used in Games?

(Permission granted from Kitfox Games)

Players are no longer just teenage boys. Victoria Tran, the Communications Director at Kitfox Games located in Montreal, Canada, presented a talk at the Full Indie Summit, November 20, 2019 entitled, Underdressed and Stressed, Why Fashion in Games Matters.  Kitfox produces games like Boyfriend Dungeon, Six Ages, Dwarf Fortress, Lucifer within Us and Mondo Museum.

Victoria pointed out to the assembled game designers at the conference how fashion can add synergy and fun to games. Game designers should think about this while designing games, i.e., style that add to the total gaming experience.

(Permission granted from Kitfox Games)

Victoria explained how fashion expands the story through character development. “Fashion, like character design, is an answer to a question.  How do we express a fictional character in a real-world context?”

Her advice to game designers is the following: “Clothes are a story, know where your character will appear, and every piece has meaning. Don’t just add accessories unless they have a use or meaning to the story.  Fashion tells your players about the character without words. “

We were able to get a virtual interview with Victoria to ask the question of how a fashion designer could break into the world of game fashion. Victoria recommends having a knowledge of game engines (whether that’s Unity, Unreal, GameMaker, etc.), along with familiarizing yourself with games of different genres to see how fashion could intersect with them.

If you are interested in learning how to create games using the above game engines, like Unity, check out Udemy. A great way to fill your time while you are self-quarantined (for about $13.99, you can’t beat the price).

 

FASHION IS THE GAME ITSELF 

DREST

Dr. Evridiki Papahristou from whichPLM (a Product Lifecycle Management (PLM) magazine dedicated to retail industry news & fashion industry news) writes about fashion-oriented games. Some of the games she has covered are Drest, the first interactive luxury styling game and Burberry’s first fashion game, B Bounce.

Drest was created by Lucy Yeomans, founding editor-in-chief of Net-a-Porter’s magazine Porter. The game invites users to dress photorealistic avatars each week with different styling challenges. Players adopt the role of fashion stylists utilizing new season collections. Full launch is scheduled for early 2020. Drest will be available for both Android and Apple with partnerships that already include Gucci, Prada, Stella McCarthy, Puma and many others.  Players will be able to purchase the clothes featured in the game on Farfetch.

(Permission granted from Drest)

(Permission granted from Drest)

 

BURBERRY

Burberry’s first game, B Bounce (launched October 2019) involves players competing for virtual and physical jackets. The goal is to entertain and connect with younger consumers around the world, as interactive digital content becomes another opportunity for consumers to connect with the Burberry community online. 

Building on the success of B Bounce, Burberry launched a second game in January 2020, The World of Ratberry, as part of its 2020 Lunar New Year campaign inspired by the Thomas Burberry Monogram motif and in honor of the Year of the Rat.

World of Ratberry

B Bounce (Photo credit: Burberry)

 

LOUIS VUITTON

Fashion brands are starting to put their stamp on characters within games. In 2019, Riot Games partnered with Louis Vuitton for that year’s League of Legends Championship Finals in Paris by creating a bespoke travel case for the Summer’s Cup trophy designed Nicolas Ghesquière.

Vuitton added other digital assets for the game Louis Vuitton x League of Legends, such as ‘skins’, which in gaming language means graphic/audio files used to change the appearance of the user interface to a program or for a game character. League of Legends has grown to become a global phenomenon as the most-played PC game in the world.

(Louis Vuitton Trophy Case for Legends Championship Finals)

(Louis Vuitton ‘skins’ – Photo credit: League of Legends)

 

UNIVERSITY OF FASHION SUGGESTS A FASHION GAME  

Many existing online multi-player role-playing games (MMPORG) seem to focus on the appearance of the avatar in terms of face, hair, and body type. And some games allow the player to add clothing or “skins.”

As Victoria Tran noted “A lot of games have found success by adding mod support, where players can actually create and import their own designs into games – and that extends beyond fashion too! But this depends on the player base being continually active.”

The game Drest allows users to practice their styling skills and then purchase the clothes, but styling isn’t designing, and this type of game doesn’t really excite aspiring fashion designers. In fact, if you were to ask a fashion designer to comment on existing game avatars, they would probably tell you that there is much room for improvement. That got us to thinking. What if we could create a game dedicated to the hands-on, creative aspect of fashion designing? What would that look like?

So, we asked Victoria Tran her opinion of a MMPORG based on a fashion theme like the fashion reality TV shows Project Runway, Next in Fashion or Making the Cut? Her response:

That’d be cool! So much of this boils down to having a team that’s willing to put in the work towards making it, marketing, the consumer base, and figuring out a fun mechanic to go alongside it.”

When we asked her about the cost of making a game from scratch, here’s what she said:

“Hmmm that’s a difficult question to answer since it depends on the scope of the project, e.g. a simple 2D platformer will cost more than a 3D MMO game, depending on team size and how deep you want the game to be. I’d put it in the upper range of 500k+”

 

If any game programmers are reading this and want to get a slice of the fashion design gaming pie, give us a call. Here are some ideas that we came up with:

A Fashion Design Challenge

Choose your market: Men’s, Women’s or Children’s

Choose your target price point: (High-end, Mid-range, Budget)

Choose a fashion figure that best suits your chosen market: Avant-garde, Contemporary, etc.

Create a theme/fabric/color story board

Choose the best looks for your market/price point from a library of styles or design your own

Share your design images on your social media or in-message with friends

Expansion: Players create their own assignments and challenge each other

Childrenswear (Photo credit: Seul Lee for University of Fashion)

 

Theme/Fabric/Color Storyboard (Photo credit: University of Fashion)

 

A Fashion Illustration Challenge

Choose your market: Men’s, Women’s or Children’s

Choose your target price point: (High-end, Mid-range, Budget)

Choose a fashion figure that best suits your chosen market: Avant-garde, Contemporary, etc.

Choose the best looks for your market/price point from a library of styles or design your own

Share your fashion illustrations on your social media or in-message with friends

Expansion: Players create their own assignments and challenge each other

Figure Drawing Challenge (Photo credit: Steven Broadway for University of Fashion)

 

Fashion Illustration Challenge (Photo credit: Roberto Calasanz for University of Fashion)

 

A Draping Challenge

Choose your design classification: Evening, Bridal, Intimate Apparel, Activewear, Sportswear

Choose your fabric

Sketch your design

Drape your design

Modify your design or let others mod your design

Share your design images on your social media or in-message with friends

Expansion: Players create their own assignments and challenge each other

Eveningwear Draping Challenge – Eveningwear (Photo credit: Kenneth McQueen for University of Fashion)

 

Activewear Draping Challenge (Photo credit: Shanna Cupples for University of Fashion)

Other Useful Links

https://www.theguardian.com/games/2019/oct/09/gamers-spend-hours-customising-characters-but-dont-you-dare-mention-fashion

https://www.whichplm.com/if-you-cant-work-with-3d-technology-then-play-with-it/

https://eu.louisvuitton.com/eng-e1/magazine/articles/louis-vuitton-x-league-of-legends#

https://ew.com/tv/tv-reviews/making-the-cut-on-amazon-review/

 

Share your thoughts on what type of fashion design computer game would most interest you!

AUGMENTED REALITY (AR) FOR FASHION RETAILING

AUGMENTED REALITY (AR) FOR FASHION RETAILING

“Mirror, mirror on the wall, what color looks best for the ball?”

MemoryMirror (Photo credit MemoMi Labs)

What exactly is AR? Per Wikipedia, Augmented Reality is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information. Augmented Reality for retail here!

For example, MemoMi Labs offers the MemoryMirror, which enables customers to try products virtually. How does this work?  The mirror is a reflective TV screen linked to a camera and controlled by AR software to create a virtual fitting room.

Per Morgan Drake of X-cart.com, “63% of retail brands plan to use AR in the next two years, however, 52% of retail executives do not feel prepared to support advanced technologies.”  That is, there is a demand for employees trained in AR.

Further info links:

Links

https://en.wikipedia.org/wiki/Augmented_reality

https://www.x-cart.com/blog/augmented-reality-retail.html

https://memorymirror.com/

AR TRAINING

(Photo credit: Fashion Institute of Technology)

How does one train for this soon-to-be required skill? 

The Fashion Institute of Technology (FIT) will be offering an AR/VR course in their Content Design Certificate Program as of Summer 2020. The course will focus on using 360 photo/video, Unity (cross-platform game engine), WebVR, and A-frame (a web framework for building virtual reality experiences) to build experiences for the web. The content includes AR/VR tools, creating 360 content, creating 3D animated models, and other content.  Enrollment require a basic understanding of coding, such as HTML and CSS.  Experience with basic JavaScript is preferred. HTML and CSS are coding languages used in constructing web sites. Check the links below for more details.

(Photo credit: Kode with Klossy)

Most fashion schools concentrate on technical skills such as draping, sewing, pattern making and fashion illustration. However, in article from the October 2016 edition of Vogue Australia they explain why designers should learn to code. In today’s technological world, this skill set will be required if one wants to remain relevant. In fact, recognition of the need for coding skills has led supermodel Karlie Kloss to set up “Kode with Klossy” coding camps with scholarships for girls age 13-18.

If you are over the age of 18, there are other options to learn to code, such as the Code Academy or other online training programs.

Further info links:

Links

http://www.fitnyc.edu/ccps/designing-tomorrow/arvr-content-design.php

https://www.vogue.com.au/vogue-codes/news/this-is-why-you-need-to-learn-how-to-code/news-story/53362905dad4927674d1a433aae5c699

https://www.kodewithklossy.com/program

https://www.codecademy.com/

DESIGN VISIBILITY USING AR

Many designers struggle with how to get their collection visible to more people without a runway show. 

As Brooke Roberts-Islam noted in Forbes, AR is expanding from pre-recorded content to a live runway show in a customer’s physical location. The London College of Fashion’s Innovation Agency (FIA) partnered with HoloMe to present selected collections from London College of Fashion MA graduates. Viewers were able to watch the show via smartphone in real-time.

The HoloMe website explains the four categories of AR: marker-based, markless, projection-based and superimposition-based.  Superimposition allows the customers to have human holograms model clothing products within their own homes or via another chosen environment.

This technology can be used to generate “buzz” through which customers gain first looks into what is possible. HoloMe states that they are able to provide a real-time streaming experience with their existing hardware kit and mobile platform, which can accommodate up to 1 million users simultaneously.

Further info links:

Links

https://www.forbes.com/sites/brookerobertsislam/2019/03/05/groundbreaking-augmented-reality-fashion-show-streamed-to-global-audience/#25cd5a5b45b6

https://holo.me/

https://holo.me/the-a-r-industry-and-experiential-marketing/

Can you just imagine how great that would be for an upstart designer, a fashion college student’s senior project or an ITAA design competition? Let us know what you think?

ARTIFICIAL INTELLIGENCE (AI) FOR FASHION

ARTIFICIAL INTELLIGENCE (AI) FOR FASHION

What is AI exactly?  AI is the use of algorithms or computer programs to imitate human thought and action by analyzing data and learning to adapt to a variety of tasks. Artificial Intelligence, now part of everyday life, is predicted to increase in the second decade of the 21st century, especially in the design & retail environment within the fashion. Let’s explore how:

(Photo credit: Alexa Echo Dot -3rd Gen)

(Photo credit : Siri)

There are two general types of AI, ‘Strong’ and ‘Weak.’ ‘Weak’ AI is a set of programmed responses or interactions that are merely ‘human-like.’  Alexa and Siri are good examples of these.  When these devices are asked questions or asked to perform tasks, their responses are programmed, and they assess which response is appropriate from their ‘bank of responses.’  However, ‘weak’ AI does not ‘understand’ the true meaning of the commands or who should be giving the commands. So, check your device settings; all devices have Advanced Settings to address this issue. Common examples include parental controls or two-step verification (commonly called two factor authentication).

AI FASHION INDUSTRY COLLABORATIONS – MERGING FASHION & TECHNOLOGY

Fashion Institute of Technology & IBM

(Photo credit: Fashion Institute of Technology)

‘Strong’ AI is used for problem-solving processes.  It’s programmed to use a mixture of logic and trial & error to find answers or to categorize things. This type of AI works by ‘image sorting’ and can help you analyze real-time images and fashion industry trends.

For example, in 2018, the Fashion Institute of Technology (FIT), IBM and Tommy Hilfiger teamed up to evaluate 15,000 Tommy Hilfiger images and some 600,000 publicly available runway images, to understand silhouettes, colors and styles. Another tool was used to analyze nearly 100,000 patterns from various fabric websites to produce novel and unique fabric patterns. This helped eliminate “all-nighters” for design research, since more time was allocated to designing and less time for researching.

This project led to further collaboration between IBM and FIT in 2019.  FIT will use IBM AI for their Fashion Workforce of the Future in their DTechLab. They plan to partner with IBM in retail marketing & merchandising to enhance their curriculum and to perform joint research.

London College of Fashion & Microsoft

(Photo credit: London College of Fashion)

The London College of Fashion’s (LCF) Fashion Innovation Agency (FIA) is working with Microsoft to expand their offerings for advanced research in 3D effects and wearable technology. They are using AI to pinpoint consumer demand and augmented Reality (AR) to revive retail. As noted by Matthew Drinkwater, head of FIA, “We cannot ignore the way that digital has impacted everyday life and completely changed how designers, brands and retailers engage with consumers.”

AI RETAIL

Zalando Research

(Photo credit: Zalando Research)

Zalando Research (a division of Zalando), an online retailer in Europe and the UK, is another company that is developing software for designers. They are developing AI solutions for: the personalization of fit; visual searches for fashion images; determining diversity of design; recommendations for future customer purchases; pricing recommendations; generative fashion design; generative fashion image swapping using avatars, and image transfer.

The first image below left, displays how generative fashion design works. For example, you can change the color, texture and shape of the garment on the left into a very different garment, as you see in the garment examples to the right.  This can be useful in design studies. The second image displays how the same garment can be worn on different people. This could help with grading or designing for size. The third image displays different textures being modeled for the same garment style. Thus, AI can be used in the design & merchandising of fashion.

“Hello Siri or Alexa, ready to help design my new outfit?”

(Photo credit: Zalando Research)

The possibilities are endless for implementing AI in both the design and merchandising of fashion. STAY TUNED!

For more information on AI:  

Links

https://www.thestreet.com/technology/what-is-artificial-intelligence-14822076

https://www.businessinsider.com/sc/ibm-fashion-fit-design-ai-2018-2

https://newsroom.ibm.com/2019-04-23-IBM-and-FIT-Announce-Collaboration-to-Help-Build-the-Creative-Fashion-Workforce-of-the-Future

https://dtech.fitnyc.edu/webflow/index.html

https://news.microsoft.com/transform/london-college-of-fashion-designers-artificial-intelligence/

http://www.fialondon.com/

https://research.zalando.com/welcome/mission/research-projects/

3D Revolution: Part 2

Alvanon Virtual Fit Form Avatar –Under Armour shirts

In our previous blogpost, 3D Revolution- Part 1– we explained how legacy processes ingrained in the fashion industry have been key factors in why the industry has been so reluctant to introduce new technologies. Some of their concerns center around whether they can trust what they see on-screen. Most have spent their entire career using old methods of design and pattern making, which ensures that they can touch, modify and fit garments before the approval and manufacturing processes. Other concerns are whether digital fabric libraries are accurate and robust enough, ROI (return on investment) i.e. the cost of integrating 3D vs the benefits and the learning curve involved in implementing 3D, are all factors.

Despite these concerns, we are seeing an increase in the number of brands who are integrating 3D technology into their workspace. According to Motif (an industry learning platform in partnership with Alvanon), “It’s not a matter of ‘if’ digital is going to be a part of your corporate strategy, but ‘when’.”

In this, the second part in our 3D series, we will:

  1. Explore types of avatars and their role in 3D fashion design software
  2. Identify key 3D software companies & industry groups that support the advancement of 3D
  3. Provide the ABCs of 3D

 

How & why are 3D avatars used in the fashion industry?

In Part 1, we learned that the first step in the process of integrating 3D technology into the workplace is to obtain customer data through body scans, to understand not only the ‘size’ of their customer but also their ‘shape.’

Avatars created from body scans in various sizes and shapes are then used in computer aided design (CAD) software. The fashion industry uses two types of avatars: Virtual Fit and Parametric. There is also an ISO standard for the digital fitting of clothing. According to ISO 18825-1:2016, Virtual fit is called a Virtual Clone and Parametric is called a Virtual Twin.  A scan from a person who is not moving is called a static scan. Adding motion to create a dynamic Virtual Clone requires a 4D scan (like 3dMD), since everyone moves slightly differently.

Virtual Fit Standard Range of Motion Avatar (Photo credit: Alvanon)

Parametric Range of Motion Avatar (Photo credit: Browzwear)

 

Virtual Fit avatars are used for design, fitting and pattern making, and are sometimes used for presentation, sales and marketing. Virtual Fit avatars are exact replicas of actual human bodies (though avatar customization options may be limited), but these Virtual Fit avatars do not have the capability for pre-programmed motion, as do parametric avatars.

Parametric avatars on the other hand, offer a better visualization of how the fabric flows and can also be used to identify certain fit issues. However, the software for parametric avatars is limited in that they may not have your consumer’s exact measurements, which makes fit somewhat unreliable. Parametric avatars are most used for presentations, sales and marketing, since their range of motion is very exciting.

For custom fitted clothing, it is important to know if a static virtual twin or a static virtual clone is to be used for garment pattern generation.  A virtual twin may not be sufficiently representative to make custom clothing if a person’s specific shape is significantly different from an avatar, which is representative of a certain population. Technologists currently generate patterns for custom clothing from static scans, not from dynamic scans. In addition, they are looking to automate pattern generation from static virtual clones, such that unique patterns can be generated from the same style to fit differently shaped people.  That is, each person gets their unique pattern for the same style of garment.

 

Mesh Modeling

Mesh modeling is a polygonal model that is used in 3D computer graphics. A mesh is a visualization of point cloud that basically connects the dots to form triangles or polygons.  More triangles or polygons improve resolution but also increases file size.

Photo credit: JoliCode

 

Photogrammetry

Photogrammetry is the process of taking precise measurements by using digital pictures typically used by smartphone apps.

Permission granted from Size Stream

 

ALVANON

Beginning in 2001, Alvanon (makers of the highest quality dress forms in the industry) scanned over 1.5 million bodies. They also collaborated with Under Armour, digitizing size ranges for the purpose of creating a fleet of 3D avatars from Infant size 0 to Men’s 5XL. This allows for the prototyping of all samples (all sizes within a product line) without having to create physical prototypes for every size. Consequently, customers can see how the garment will look, if the garment is set up for material personalization.  The Alvanon Body Platform (ABP) is a new, secure cloud-database offering 3D fit standards for the global apparel industry. Operating on all collaborating 3D software systems, it provides a fast, accurate, and simple way for brands and retailers to implement their 3D fit and core body standards with their supply chain.

“At Alvanon, we believe that the 3D journey begins with the avatar. Not just any avatar, but the fit standard that represents the brand’s target customers’ body shapes and sizes.” – Jason Wang, Chief Operating Officer, Alvanon.

 

TUKATECH

Tukatech, a concept to consumer digital platform, has recently opened their library of over 750 virtual fit models for global brands & retailers and to all 3D users in the fashion industry, regardless of which 3D fashion technology system they use. Their fleet consists of exact replicas of 3D fit models developed from leading brands’ live fit models. Each is a true representation of a real fit model who was body scanned or 3D sculpted using a proprietary measurement engine and digitized for the virtual world, including their measurements, shape, and posture.

The use of avatars in VR/AR can provide the customer with an understanding of how clothing and shoes will look prior to purchase. Or it can provide a personal getaway, anytime, to a virtual universe, as seen on their phone.

Photo credit: Wanna Kicks

Photo credit: Moosejaw

So far, the biggest users of 3D technologies have been brands within the activewear, accessories and footwear industries.  However, momentum is growing in other apparel classifications, as brands assess their own needs to obtain a competitive edge in the market.

 

Who are the key players in 3D CAD fashion software?

The first CAD software company to enter the fashion space was Gerber (1968). A succession of companies followed: Lectra (1973), OpiTex (1988), Tukatech (1997), Browzwear (1999), CLO (2009) and Marvelous Designer by CLO (2012).

CAD software used for design, costing, sampling, merchandising, quality and sourcing is known as Product Lifecycle Management (PLM) software. Software that manages product data as it moves through a product’s lifecycle is called Product Data Management (PDM). Software that deals with pattern drafting and marker making is known as Pattern Design Software (PDM).  And 3D Fashion Design Software is used for design, altering patterns and to create visual assets for sales & marketing.

We will go into further detail about the types of 3D features and costs involved in the next segment of our three-part series, 3D Revolution – Part 3.

 

What industry groups are helping to advance 3D technologies?

There are several groups who are focused on interoperability standards (so data can be shared across platforms), updates to technology, innovation, and 3D education.

3D.RC: The 3D Retail Coalition (3DRC), is a collaborative group of global retailers and brands, working together to advance 3D technology. Their sub committees focus on Technology, Innovation and Education. Examples of the webinars on their site include custom avatars, and 3D business processes.

IEEE IC 3DBP: IEEE Industry Connections 3D Body Processing (3DBP) brings together diverse stakeholders from across technology, retail, research and standards development to build thought leadership around 3D body processing technology standards in areas such as 3D capture, processing, storage, sharing and (augmented) representation.      

Photo credit: 3DRC

Photo credit: IEEE

 

ABCs of 3D Technology

Sometimes, the hardest part of understanding a new technology are all the new terms. Here are a few key words for the beginning of the ABCs.

A

Algorithm – A process or set of rules to be followed in a problem-solving method or calculations

Avatar – A graphical representation of a person or target customer. Avatars used in the 3D fashion design are either Virtual Fit or Parametric.

B

Boolean – A system that expresses logical relationships between things.  Search functions use the Boolean operators, such as AND, NOT, OR.  For example, “dress” and “red.”

C

Circular Economy – Products designed with a focus on generating maximum value and one that extends its longevity through reuse at the end of a product’s lifecycle.

D

Digitizing – Process of converting information into a digital format typically used for patterns.

M

Mesh – A polygonal model that is used in 3D computer graphics. A mesh is a visualization of point cloud that basically connects the dots to form triangles or polygons.  More triangles or polygons improved resolution but increase file size. 

N

Noise – The existence of extraneous recorded data within a point cloud. It
can be caused by an object obstructing the sensor or ambient light and reflections into the sensor during the data capture process.

P

Parametric Avatar – A 3D modeling of a human body shape used to demonstrate motion and fabric flow. They are sometimes used for fitting purposes but mostly for presentation, sales and marketing purposes. 

Photogrammetry – the process of taking precise measurements by using digital pictures typically used by smartphone apps.

Point Cloud – The computer visualization of the XYZ coordinates that describe a physical object. Each point represents an actual point on the object and collectively describes its shape and measurements.

R

Rendering – The graphical representation of a computer model. Characteristics and effects can be added to its surfaces and features.

Resolution – The spacing of points in a grid. The higher the resolution, the more
data that will be captured. Likewise, the lower the resolution, the “flatter” the detail.

S

Spectrophotometers (can be multi angle) – A device that allow measurement of color, sparkle and coarseness to measure effect finishes.

Surfaces – Refers to the part being scanned or to the computer file from the scanner

T

Texture Mapping – is the graphic design process in which a two-dimensional surface is wrapped around a 3D object.  Texture maps can be used to add colors, displacement, normal (used to simulate details on the surface), specular (how light reflects) and other effects.

Technical Fit – Fit of a garment that determines how the garment is made which includes: balance, function, sizing and comfort.

Tech Packs – Details of a product: flat sketch, specification measurements, and other technical details that are issued to a vendor or supplier as a guideline for sample development.

V

Virtual Clone A virtual human body that is created from a 3D body scanned point cloud using surface modeling processesThe virtual clone is identical to the body shape of the customer. (Also called Virtual Fit).

Virtual Fit Avatar – A 3D model of a human body shape used to for design, fitting and pattern making, and are sometimes used for presentation, sales and marketing.

Virtual Twin – A morphed virtual human body that can be altered by entering parameters retrieved from a population database. The virtual twin is not identical to the body shape of the customer. (Also called Parametric).

MORE 3D TO COME…

This blogpost introduced you to 3D avatars, the key players & groups that are helping to advance 3D technology and the ABCs of 3D terminology. Our final segment, Part 3, will be devoted to key 3D software companies, the brands who have already adopted 3D technology, the costs of 3D, and how to assess your needs when choosing a 3D technology company.

Let us know if you have experimented with 3D design software and what you think of it?

3D Revolution: The Future is NOW – Part 1

(Image Courtesy Alvanon)

This is the first in our three-part blog series on how 3D technologies are impacting the Fashion, Apparel and Footwear Industries. At last…the fashion industry is finally catching up to the automotive and architecture industries. Some early adopters brands are taking a giant leap away from their ‘legacy’ way of doing things and stepping into the world of 3D technologies for the design, production and marketing of their apparel, accessories and footwear. Not since 1826 and the invention of Elias Howe’s sewing machine have we witnessed such disruption in our industry. Hold on to your hats… the Future is NOW!

(Permission granted from SolidWorks)

 

The Focus of Our Three-part 3D series:

  1. Part 1 –The meaning of 2D, 3D and 4D; the history of 3D body scanning; how body scanning is used in the fashion industry; the key players that are driving 3D scanning technology.
  2. Part 2 – 3D CAD technology; the role of avatars in 3D software; the key 3D software players and industry groups that support the advancement of 3D technology; 3D terminology.
  3. Part 3 The benefits of 3D, the cost of 3D technology; how brands use 3D technology and how to choose a 3D design software platform.

Is the fashion industry ready to take the 3D Plunge?

The fashion industry has been notoriously resistant to new technologies in favor of ‘legacy’ ways of doing things (i.e. pre-computer methods of design, pattern making, manufacturing, marketing & sales).  They have long held on to the old adage, “if it ain’t broke, don’t fix it.” We all can agree that a solid foundation in the disciplines of draping, pattern making, fashion art and product development, etc. (like the one we provide at University of Fashion) is mandatory, otherwise you will sink like a rock. But today’s fashion brands are recognizing that they can actually build upon those legacy processes and are implementing 3D technologies. Why the sudden change? The main reasons are both financial and cultural:

  1. With the advent of internet shopping, brands have been struggling with the staggering number of online ecommerce returns. According to the new book by Dana Thomas, Fashionopolis, that rate is a whopping 52%. Brands are realizing that if they can better understand their customers’ body shapes, they may be able to create better-fitting products, thus reducing the number of returns.
  2. A new, young and tech savvy generation of consumers expect ‘on-demand’ everything. Brands using 3D technology gain a competitive edge by adopting faster turn-around times from design to delivery.
  3. The sample making process for brands is quite costly and time consuming. By utilizing 3D design software, brands are able to reduce the sample process down to weeks instead of months. And using avatars for design, pattern making, presentation and sales & marketing purposes not only reduces the number of samples being made, but can facilitate on-demand manufacturing options.
  4. By embracing on-demand manufacturing, the concept of  a circular economy and using sustainable materials, brands can reduce their carbon footprint; a key driver in today’s consumers’ demand for full transparency. In addition, 3D technology is a source for greater efficiency, speed to market, sustainability & innovation, supply chain optimization and the ability to gain a competitive edge in the marketplace.

What exactly is 2D, 3D and 4D?

2D – Everyone in the fashion industry is quite familiar with the concept of  2D,  for example, a sketch, a textile or a paper pattern.

 

(Fashion Illustration & Pattern – Courtesy University of Fashion)

3D – When we speak of 3D, we reference the draping process, where fabric (2D) is manipulated around a dress form to create a 3D pattern. Or, a 2D piece of paper that is folded to create a 3D form, such as origami.

(Draped Skirt – Courtesy University of Fashion)

 

(Permission granted from The Origami Paper Shop)

4D –  4D, a mathematical extension of the concept of 3D.  Sometimes 3D becomes 4D when motion (a way to represent time) is added (for example, a video). to learn more about 2D, 3D and 4D, click on this link. 

 

What is 3D Body Scanning?

(Image Courtesy of Alvanon)

For the past 15 years, the general public has become more acquainted with the concept of body scanning, the 3D method of scanning the human body to capture various body measuring points. 3D body scanning actually dates back to the 1960s, but didn’t break into the engineering field until the 1990s. By the late 1990s and early 2000s, 3D scanning expanded to include applications for medical, biometrics, human factors, high-end fit apparel and anthropometrics. The fashion industry came to learn about body scanners when in 1997 Cyberware introduced their WB4 scanner, which was used to scan U.S. soldiers for the purpose of creating better-fitting uniforms. Previously, Cyberware’s body scanners were mostly used for special effects by the movie industry (as in the film Terminator) and in hospitals.

In 2001, [TC]2 body scanners were used to conduct Britain’s first national sizing survey called SIZE UK. In 2002, the same scanners were used to scan 10,000 Americans (SIZE USA), which was the first major study of the size and shape of Americans since the ASTM study during WWII.

By the mid 2000s, body scanning booths began appearing in stores like Bloomingdales and Gap as a way to get consumers into their stores to buy merchandise.

Today, smartphone apps like Naked Labs, Netvirta , 3DLook, mirrorsize  and others, are trying to break into the body scanning market, but with varying degrees of accuracy and success.

When a fashion brand is considering 3D software for design, product development, sales and marketing, their first priority is to perfect a virtual fit avatar (as a technical fitting tool) and a parametric avatar (for presentation & marketing purposes).  

 

Who are the key 3D body scanning players?

Each of the companies listed below have in one form or another been active in 3D scanning.

How is 3D body scanning used in the fashion industry?

3D technologies encompass both 3D scanning & 3D software. 3D scanning is used to: 1) obtain customer data (body scans), 2) to evaluate properties (textures for textiles) and 3) to understand how the product was formed (reverse engineering).

Body scans of customers provide data that brands use to understand not only the ‘size’ of their customer but their ‘shape.’ Better garment fit can be achieved by expanding beyond a standard fit model. Avatars of their generic customer in various sizes and shapes can be created and later used in computer aided design (CAD) or as input to Virtual Reality/Augmented Reality (VR/AR) scenarios.

For custom-fitting in clothing, avatars within the CAD software can be modified to reflect a person’s actual measurements. Sometimes, custom avatars are created for specific customers. These are known as Virtual Fit Forms.

Designers use avatars during the design process in an attempt to reduce the high cost of sample making. Marketers use Virtual Fit avatars and Parametric avatars (those that have more motion, such as avatars that can walk, run and jump) to help sell/market product to potential buyers. We will go into depth about 3D CAD software and these types of avatars in our next blog.

 

Our 3D series continues…

As a fashion education resource, we at the University of Fashion are committed to delivering the latest news in the fashion industry. This blog post focused on 3D scanning technology, the first step in the process of ‘going 3D.’ As more and more companies adopt 3D technology, just as the sewing machine revolutionized fashion in the 1800s, 3D will become a very important component in the design, production, marketing & sales of apparel and footwear.

Next week, in Part 2 of our series, we will discuss 1) the role of avatars, both parametric and virtual fit forms, 2) the key players in the 3D software industry and, 3) explain the ABC/terminology used in the 3D space.

 

CARE TO SHARE YOUR OWN BODY SCANNING EXPERIENCE?

 

Here’s some additional links for 3D Body Scanners

https://floridalaserscanning.com/3d-laser-scanning/history-of-laser-scanning/

http://www.3dmd.com/ http://sizestream.com/ https://www.human-solutions.com/

https://www.tc2.com/ https://texel.graphics/ https://www.artec3d.com/portable-3d-scanners/shapifybooth https://www.styku.com/ https://fit3d.com/

https://nakedlabs.com/ https://www.staramba.com/ https://www.ibv.org/en/

http://bodymetrics.com/ https://3dlook.me/ https://www.netvirta.com/3d-scanning/

https://www.mirrorsize.com/ https://alvanon.com/ http://www.iwl.jp/en/

https://techmed3d.com/