The new costume designer : an exploration of digital and physical technologies for costume development in the film industry : an exegesis presented in partial fulfilment of the requirements for the degree of Master of Design, Massey University, College of Creative Arts, Wellington, New Zealand
Loading...
Date
2019
DOI
Open Access Location
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Massey University
Rights
The Author
Abstract
Three-dimensional (3D) simulation software is utilised for digital visualization of garment design,
pattern development, drape, and fit on virtual models and avatars within the costume and fashion
industries. This practice-led project explores the use of digital design technologies for costumes created
in a digital space and asks “How do current digital and physical technologies work as integrated practice
within the industry of costume design for film?” From a fashion perspective, many researchers have
looked into how historical costumes can be reproduced as accurate 3D models or how 3D modelling
software can be used for prototyping and fit for production efficiency. However, there is little published
academic research discussing the use of digital technologies by costume designers for physical costume
design and development in the film industry. Initial research for this project included interviews with
experts from physical costume design departments in the film industry to gain insight as to the extent
and relevance of collaborative work experiences using both physical and digital processes, systems and
technologies within their practice.
Through an original creative project using an iterative design process, this research project focuses
on the generation of physical costume concepts for a fantasy creature. These costumes are designed
to tailor to the exaggerated humanoid body of the “koloss” character from Brandon Sanderson’s
Mistborn: Era 1 series as he morphs from a child to an adult. This project explores how patternmaking
and 3D cloth simulation software can be applied to costume generation that navigates the physical
and virtual world. Digital and physical visual, patternmaking, and sampling tools are utilised with tacit
knowledge of an experienced technical fashion designer to explore how physical costume designers can
feel empowered in the creative process when working between physical and digital departments.
Description
Keywords
Costume design, Clothing and dress, Computer-aided design, Dressmaking, Pattern design, Three-dimensional imaging, Avatars (Virtual reality), Motion pictures, Fantasy fiction, digital technologies, patternmaking, 3D simulation, digital workspace, computer-generated imagery (CGI)