Texas 4-H Fashion and Fabric Design Curriculum
Transcription
Texas 4-H Fashion and Fabric Design Curriculum
Extension programs serve people of all ages regardless of socioeconomic level, race, color, sex, religion, disability, or national origin. The Texas A&M University System, U.S. Department of Agriculture, and the County Commissioners Courts of Texas Cooperating A member of The Texas A&M University System and its statewide Agriculture Program Fashion and Fabric Design A Clothing and Textiles Leader Guide Supplement Authors Penny Patton Alexander, Adult Leader Theresa Christine Alexander, 4-H Member Mary Lalon Alexander, 4-H Member Janie Van Zandt, Adult Leader Tammy Fisher, 4-H Member Ann V. Beard, Clothing & Textiles Specialist Cover and selected illustrations Theresa Christine Alexander Mary Lalon Alexander Formatting and Editing Rebecca D. Zehetner, Extension Assistant-Clothing September 1995 4-H Fashion and Fabric Design A Clothing and Textiles Leader Guide Supplement The purpose of this guide is to provide basic information for the preliminary study of the field of design and to outline a design competition for the 4-H clothing and textiles curriculum. Designing apparel, textiles, and accessories are exciting and demanding professions. These professions require special skills and abilities. Designing is a career in which both men and women excel. They have equal abilities to function in this field and build a career in all areas of manufacturing, designing, and promoting fashion. Designing requires specific talents and skills and it is hoped this information will help in developing them. A successful designer is usually a skilled artist and sometimes a qualified patternmaker and sewer or textile engineer. This curriculum is directed toward design only, and does not include information about the skills needed to construct a textile, garment, or accessory. The 4-H Clothing Leader Guide contains lessons on construction and patternmaking. It also has lessons and activities that may be used with this guide as part of a project. Appropriate lessons from the 4-H Clothing Leader Guide will be listed in each section of this guide. Appreciation is expressed to the following people who reviewed and commented leader guide: Elvira Browning, Adult Leader Katharine Durham, 4-H Member Alma Fonseca, Clothing Specialist Wanda Lee, Adult Leader Marsha Stabel, former 4-H Specialist Tedra Ulmer, County Extension Agent on this 4-H . ---~---~------------------------------------------ 4-H Fashion and Fabric Design A Clothing and Textiles Leader Guide Supplement CONTENTS Design Research Design Research and Inspiration 1 Capturing Ideas 5 Design Definitions Definitions 7 Principles 9 Proportion, Balance, Unity or Harmony, Rhythm, Emphasis Elements 17 Shape and Form, Line, Color/Value, Texture Design Divisions Designing Textiles 23 Designing Accessories 29 Designing Garments 31 I New Design Using Adapted Patterns New Design Using Flat Pattern Method Design Drawing Basic Figure Drawing " 35 Figure Illustrations 37 Design Competition Portfolio 47 Completed Samples of Competition Forms 49 Design Competition Forms (not numbered) 57 Design Competition Questionnaire 65 (not numbered) Design Competition Score Sheet (not numbered) 67 Glossary 69 References 71 I Design Research and Inspiration Objectives 4-H members will: • become aware of sources of inspiration for apparel, accessory, and textile designs. • learn how to conduct the research necessary for creating and developing designs. BEGINNING RESEARCH The first step in creating a new design is to research fashion and consumer trends. Numerous excellent sources of fashion information, such as magazines, newspapers, pattern maker publications, trade publications, TV, specialty stores, and department stores help with the exploration necessary for fabricating design and being inspired. It is also advisable to visit fabric stores or study mail order fabric catalogues to keep up with the new fibers, processes, fabrics, and the latest fashion colors. Many of the same sources can be studied for garments, textiles, and accessories. The fashion information will show the latest garments, but the garments will also show the current textiles. The model will also be wearing accessories. It is possible to then tailor research to a specific design area. One can also study the top selling designs from last year to "refabricate." This involves taking the basic design and redoing it by adding or taking away, thus, producing a new design. Often, studying historical publications will inspire a designer to incorporate a detail or design into the current styles, thus, creating a totally new and pleasing look. Now, using the researched infonnation, a design can be formulated. The garment should be attractive to the specific customer for whom it was created. This means it should also be attractive and fashionable in print and color. Since most customers immediately feel of the garment or textile, the hand (feel) of the fabric is as important as the appearance. The designed article should be an obviously good value for its price. This includes checking for availability of the fabric, trims, and materials. The retail cost is double the wholesale cost (designer's cost) and must be remembered when considering the price of the design. Time is another factor to be considered. Intricate details, many pieces, and abundant trims add to the look and design, but also proportionately add to the cost. 1 --~----------------------------------------~---------------------------------------------------- Once a customer has selected a garment, the most crucial element becomes fit and the way it looks on the figure. Most people want to look taller and slimmer, not shorter and fatter. It should be pleasingly proportional, and if possible, conceal figure flaws. If it does this, the chance of the design becoming successful and selling well greatly improves. The last thing to consider is the care and durability of the garment. Easy care, particularly wash-and-wear is an important part of making a satisfactory design for the average customer. Dry cleaning might be considered for special occasions or higher priced garments. All of these go into making a successful design and should become an automatic thought process each time a design is started. Remember the four Rs of design research: Remember, Record, Respond to all you see, and Return to stores frequently to keep up with new information. DESIGN INSPIRATION SOURCES Below are just a few of the sources available. These sources may be found in newsstands, book stores, libraries, fabric or department stores, school research libraries, or stored in relatives' attics and closets. TRADE PUBLICATIONS: American Fabrics and Fashion Apparel Industry Magazine Fabric News to the Trade Stores Women's Wear Daily Apparel Executive Apparel Manufacturer Men's Wear Daily W DAILY OR WEEKLY CONSUMER NEWSPAPERS: Local newspapers Monthly newspapers New York Sunday Times CONSUMER MAGAZINES Elle Glamour Harper's Bazaar Mademoiselle Seventeen Teen 2 (GLOSSIES): Gentleman's, Quarterly Handwoven Ladies Home Journal Modern Bride Taxi Town & Country Vogue --~---------------------------------------~-_._--~---.------------------------------------ PATTERN MAKER PUBLICATIONS-PATTERN Butterick Simplicity BOOKS: McCall Vogue HOME PATTERN BOOKS AND PUBLICATIONS: Butterick McCall's Simplicity Sew News Vogue· Simplicity Threads Singer DESIGN OR RETAILING REPORTS: The Color Projections The Color Box Tobe' Video Fashion, Inc. FOREIGN TRADE AND FASHION PUBLICATIONS: . Belezze - Italy Chic - Germany Elegance - Switzerland Elle - France Flair - England Harper's Bazaar - Italy Style - Canada Vogue - France, England, Italy and Australia HISTORICAL PUBLICATIONS: Bazaar (late 1860's to present) Godey's Lady's Book (1830 to late 1890's) Ladies' Home Journal (1883 to present) Le Bon Ton (1912 to 1920) Sears Catalogs (old reprints) Vogue (1893 to present) 3 SUPPLEMENTAL LESSONS The following lessons from the 4-H Clothing Leader supplement this lesson: Guide Fashion Fanfare Quality Check Up ACTIVITIES • Collect magazines, publications, etc. and discuss the "new look" in a group meeting. • Visit a museum and discuss the historical clothing. See if any of the designs have been repeated in current styles . • Have a lesson on Consumer Decision Making concerning the quality of clothing, material, and accessories. • Bring "old clothing" to discuss the time periods and what could be used in current fashions. • Pick a time in history and talk about clothing worn during that time. 4 Capturing Ideas Objectives 4-H members will: • learn how to record design ideas. • begin collecting and organizing design ideas. COLLECTING AND RECORDING IDEAS Stores, malls, displays in windows, television programs, movies, videos, and historical costumes in museums are all additional ways to study fashion and get ideas. Studying nature, leaf patterns, water movement, birds, sky, architecture of buildings, etc. can inspire patterns, designs, and colors. Almost everything one comes into contact with can be a source of inspiration. Cut out any picture that has appeal, stirs the imagination, or has a pleasing detail. Keep these clippings in a folder and refer to the folder often. Add clippings constantly. For textile design, a rag or swatch bag or a fabric card file will hold a collection of fabric swatches. These should be labeled with fiber content, source, price, and date. Feel the swatches and learn to develop your tactile sense. Try to imagine what garments the fabric could be made into. Work with one swatch and try to imagine it in other colors or patterns. Keeping a small sketch book handy at all times helps preserve ideas. Fill in with quick, informative sketches, impressions, and color or fabric swatches. These may be rough and incomplete drawings, notes, descriptions, or details, as they are for reference only. This also develops the habit of sketching. Try sketching details one day, silhouettes another, and fabric patterns the next day. This can be done in the car, on the bus, or in free time. It is best not to copy a design while in the store, as they may ask you to leave. Keep these impressions (sketches) in a reference file. A clipping folder combined with a sketch book is a source of inspiration, not a substitution for it. Copying has little merit in the world of design - learn to change, modify, adapt, and create. 5 SUPPLEMENTAL LESSONS The following lessons from the 4-H Clothing Leader Guide supplement this lesson: Fashion Fanfare Accessories Add Up ACTIVITIES • Cut out pictures and start your clipping folders. • Designate each session for specific clothing, such as evening only or sportswear. • Bring swatches of fabrics and share them with other members. Label swatches before adding them to your swatch bag. • Start a sketch book. 6 Definitions Objectives 4-H members will: • Learn definitions of terms used in designing. DESIGN TERMS DESIGN PORTFOLIO Before we go into the individual fundamentals of construction for all design, it would help to think of designing as baking a cake. The principles are the directions for the recipe and the elements are the ingredients. The directions (principles) are flexible and should be interpreted within the current fashion or problem the designer is trying to solve. For example, the directions (principles) would apply differently for a design of a costume than for a design of a current fashion garment. The ingredients (elements) are the raw materials that must be combined. These elements can change the taste of the garment, just as the ingredients can change the taste of a cake. A dress is more eye-catching in a bright color than a dull neutral, even though the design is the same. A portfolio is a representative collection of a designer's best work. The material should represent the kind of work the designer wants to do, such as children's clothing, but it should include enough variety so the designer will not be eliminated due to a narrow field. A portfolio generally contains from 12 to 15 pieces of work. Make sure the illustrations are clean and neatly mounted or matted. It could include school projects as well as personal projects. These sketches may be done in pencil, charcoal, pastels, water colors, pen, and ink, crayons, or almost any medium available: 7 Principles Objectives 4-H members will: • Understand the principles of design, which are proportion and scale, balance, unity or harmony, rhythm, and emphasis. • Practice using design principles to achieve variety in design. The criteria for good design are found in the principles and elements of design. The principles are the guides for evaluating the use of the elements of design. The five principles are proportion and scale, balance, rhythm, emphasis, and unity or harmony. PROPORTION AND SCALE Proportion is the relationship of various parts in the whole design. The parts may be objects, shapes, or spaces. The way a jacket length is related to a skirt length, or pants length is sometimes determined by the current fashion, can often be formulated by a rule called the "golden mean", or the Greek rectangle with a proportion of about 2 to 3. This was determined centuries ago and applies to the human figure as well as other designs. The proportion for a skirt and top is a ratio of 3 to 5, which is about the same as the 2 to 3 ratio of the Greek rectangle. However, still using the "golden mean", a top and pants has a ratio of 5 to 8. 5 ~3 . "' '" 5 ,;Z; ••• Fashion may use exaggerated proportions for variety. In the 1960's the miniskili exaggerated the long legs for a more youthful fashion. The longer skirt gives the illusion of height and slenderness. Scale refers to the overall size of an object or its parts compared with other objects, shapes, or spaces. It is a relative quality that 9 is often affected by other principles a.nd elements. Objects that are identical in size may appear different sizes because of differences in color, texture, pattern, or size of surroundings. In the illustration above, the center circles are identical in size in each design, but they appear to be different. The scale of the details of the garment or accessory must be consistent. For example, a large collar with a tiny belt would be out of proportion. Dainty buttons and a small collar are more proportional. This also applies to accessories and textiles. When features are in the same scale, there is a consistent relationship of the size of each element to the other elements and to the whole. For example, small motifs accent large size by contrast (see a below), while large motifs overwhelm a tiny figure because of contrast (c). Large motifs may increase large size by repetition (d), while small motifs accent smallness through repetition (b). BALANCE 10 Balance is the sense of equilibrium and repose. It equalizes the visual weight or space of different parts of a design. There are two kin d s of balance, formal (symmetrical) and informal (asymmetrical). Symmetrical vertical balance divides the design down the center and the left side mirrors the right side. This is a more conservative style. Asymmetrical vertical balance is achieved when one side is different from the other side. This is especially popular in evening garments as it is dramatic and eye-catching. The examples below are of vertical balance. SYMMETRIC ASYMMETRlC Designing a vertically asymmetrical garment can be difficult and yet goes a long way towards slimming. It can also visually correct figure flaws such as one shoulder being higher than the other one. Balance also may be horizontal or radial. Horizontal balance is also used to visually correct figure problems. Most people's bodies appear symmetrical. The heavy hipped person may be balanced visually by wearing colors or styles to draw attention to the top half with asymmetrical horizontal balance. The full busted person uses the reverse balance. Balance should compliment the design of the garment or accessories as well as the person wearing it. Radial balance combines horizontal and vertical balance. UNITY OR HARMONY For full For small bust and bust and small hips full hips Harmony is created when all the elements in the design come together in a pleasing, harmonious visual effect. Each part of the design is important in itself but all must work together with other parts to achieve harmony. Style lines should be consistent on every area of a garment or accessory. There need to be enough differences to keep from being monotonous, but there also need to be enough likenesses to keep a feeling of unity. All areas should reflect the same features. 11 In garments, avoid small length. Stripes and plaids should align. Harmony colors, and textures. A color, texture, and other differences -such as the sleeve should match. Seam lines and and unity should also exist textile design needs similarity features to achieve unity. and jacket trim detail in fabrics, of shape, Sleeves Sleeves RHYTHM even for jacket jacket Rhythm is the repeated use of lines, shapes, colors, trims, or details to create a pattern the eye can follow throughout the design. This creates continuity or a feeling of organized movement. Rhythm can be equal, unequal, or progressive. Equal rhythm occurs with line, color, or detail spaced evenly. Unequal rhythm is random and can add interest to the garment. Progressive rhythm refers to the decreasing or increasing of a portion of a design through repetition. Often rhythm can be seen very clearly in textiles. Rhythm may be flowing or staccato, clearly stated or subtly suggested, repeated or only vaguely similar. Rhythm is created through repetition, gradation or progression, radiation, transition, and continuous related movement such as alternation and parallelism. Progressive Repetition is the use of the same thing more than once or the thing in a different location. It is the simplest and fundamental of all principles and is the building block for others. The eye moves from one use of a figure or line repeat. Equal 12 ------- with too long Unequal same most many to its ----------------------------------------------------- Parallelism uses lines on the same plane, equidistant at all points, and never meeting. It also is directional, or linear, for it leads the eye from one parallel line to the next. IIIIIIIIII~ Sequence is the following of differing things, one after another, in a particular order. It forms a regular succession. 1111111111 Alternation is a repeated sequence of two, and only two, things that change back and forth in the same order. 000000 Gradation is a sequence of adjacent units, usually alike in all respects except one, which changes in consistent and distinct steps from one unit to the next. Gradation provides rhythm through the changes. DODD ~Oooo Concentricity is the progressive increase in size of layers of the same shape, all having the same center. 13 Transition is the smooth, flowing passage from one condition to another. It is continuous and there is no break point, stop, or distinct place to pinpoint change. ) EMPHASIS Emphasis or focal point creates the center of interest by focusing the viewer's attention on a specific area of the design. It adds to the interest of the design and may be created by color, line, texture, details, or accessories. It may be used to camouflage a figure flaw by drawing attention away from the flaw. Carefully plan garment designs for patterned fabrics because the pattern could emphasize the wrong area of the body. Many designers emphasize the face. This is a safe strategy since it lessens the chance of accenting a figure flaw. Emphasis may be created by sudden contrast, leading lines to a point, unusual detail, or grouping features or objects. Emphasis is usually not placed in the exact center of a design, although it may be near the center. Radiation gives the appearance of moving steadily outward in all directions from a visible or suggested central point, like the emission of rays from a central source. Contrast is the opposition of things for the purpose of showing unlikeness. It provides a feeling of distinct difference. ~ J~~600 14 ~''\ I Accessories are a very important factor in emphasis. They may draw attention to the face as do earrings and necklaces. The design of a fabric may create the focal point. A striking scarf design can dominate a gam1ent. A good design will have only ONE focal point. EMPHASIS \\ BUST 0rh? WAIST HIPS ACTIVITIES • Cut shapes out of construction demonstrate each principle. paper. Use these shapes to • Use paper to make clothes for paper dolls or magazine models to demonstrate the principles. • Take a field trip to a clothing store and try to find every principle. • Use the sketch book and cre'ate a design to illustrate principles such as repetition, sequence, or alternation. • Use accessories to demonstrate how the focal point can move. • Use purses with different sizes and types of handles to illustrate proportion and balance. 15 ,- Elements Objectives 4-H members will: • understand the elements of design, which are form, line, color, and texture . • practice using design elements to achieve variety in designs. The elements of design include shape and form, line, space, color, and value and texture. SHAPE AND FORM Shape and form are extremely important in apparel and accessory design. The silhouette, or shape, is the most dominant visual element of a garment. The silhouette is the outline of the entire costume and is often spoken of as its "form." The shape of the silhouette usually complements the shape of the body, but exaggeration is often used to create a special effect or balance and emphasize a part of the body that is the current focus of fashion. The natural body silhouette is best worn by an active physically fit figure. Most people have some part of their body that is best concealed or "de-emphasized" and the silhouette can be a prime factor in achieving this. A few of the basic silhouettes are: Figure Figure Figure Figure Figure Figure A B C D E F - Natural body or sheath follows the natural outline - Slim line or rectangle is the classic look - Soft dressing or pear shape, adds fullness, offsets tops - Wedge accents shoulders, offsets hips - Hourglass accents slim waist, full hips and top - Extreme fullness or tent hides all figure flaws 17 LINE The simplest design element is the line. Line in a garment includes the outline of the garment and the style lines that divide the space within the outline. These lines can be vertical, horizontal, diagonal, and curved. The line can create visual illusions, such as height which can lengthen or shorten the figure, and width which can make the figure appear heavier or thim1er. The eye follows the line, therefore, the line can draw the eye away from a less desirable area to another area. A straight vertical line adds height and divides the body, making it look thinner. A horizontal line generally adds width. A diagonal line tends to slenderize the whole figure even more than an abrupt vertical line. It also creates an asymmetrical design. A soft curved line is feminine and passive. However, when the curve becomes more exaggerated it can confuse the eye. Vertical Horizontal Diagonal Thick lines are bold, and thin ones are more delicate. Lines also can be seen in the print of the fabric or in trim. Buttons up the front of the dress add a vertical line. The braid on a jacket will form a "y" line which uses the diagonal and vertical lines. Lines should lead the eye through the garment, not end suddenly. Knowledge of lines is very important in camouflaging figure flaws. The line in textiles can lead the eye even more than the garment line. Bold stripes or geometric shapes are seen before the garment is noticed. THICK 18 THIN I COLORIV ALUE One of the first things a customer -notices is the color of the garment or of the textile used to make the garment. Two factors that should be considered when choosing a color are the current color predictions and if the color is appropriate and flattering for the person. Color has a tremendous psychological impact. Everyone in their favorite color. We speak of feeling blue, green or red with anger. Personalities are expressed with outgoing person may wear bright colors, while the person may tend to wear neutral colors. Warm Colors feels good with envy, colors. An quiet, shy Cool Colors A color wheel is helpful in understanding this element of design. A few of the physical properties of color are: the name of a color at its normal value and intensity on the color wheel. These may be primary hues of red, yellow, and blue, or secondary hues of orange, green, and violet. Complementary colors are colors opposite each other on the color wheel; for example, red and green. Analogous colors are next to each other on the color wheel, such as green and blue green. HUE - VALUE - the lightness and darkness of a color. A tint is a color lighter than normal and a shade is a color darker than normal. Monochromatic means several values in the same hue; for example, light blue, blue, dark blue. 19 I INTENSITY- the brightness or dullness of a color. The brightness is usually achieved by adding white to the original hue. The dullness is usually achieved by adding black to the original hue. A few of the psychological properties of color are: TEMPERATURE - colors are perceived to be warm or cool. Red, yellow, and orange are warm and blue, green, and violet are cool. MOTION OR WEIGHT - warm colors advance, add weight, and excitement. Cool colors recede, are restful, and express reserve. Garments of one color add to the illusion of height. Dark colors recede and "hide" while bright colors "pop" out and emphasize. A light color will be flattering to the face. Studying clothing on various figure types is helpful when deciding how different colors and patterns flatter or detract from a figure. Experiment with a textile design in different colors. Notice how the design looks different due to the color change. Accessories are the same. They can blend in with the total look or stand out depending on color combinations. This will aid you in acquiring an eye for color. TEXTURE Texture is best described first with your eyes closed. It is the hand or feel of the fabric. Think how a piece of velvet feels compared to a piece of burlap sack. However, the texture can also be seenas in the ribs on the corduroy and the pile of fur as well as how the fabric drapes. t~q.:t.~[ U!t?·~r"~r.r 5~~J~ dt4H fL,:o; ~t.•.;. I·.. · ~~i~~·?·r·~U i ..,.\•.\ ~{fq.Cr t~",'n. tH ..!11 r' ;'{!nut·) ( ;~.!f.i1 .-;J Jo .• • Burlap _ Corduroy Four components determine the texture of a fabric. Fibers are the strands of raw material that are spun into yarns. Yarn is the twisted or combined fibers. The fiber and method of combining them determine the texture and appearance of the yarns. Construction of the fabrics using the yarn is done by weaving, knitting, or felting. This alters the hand of the yarn. A finish can be added with chemicals used to treat the fabric to stabilize or change the texture of the base goods (fabric). 20 •• A tactile sense of fabric is developed by experience. It is soon learned that a shiny, smooth fabric reflects light, looks cool, is dressy, and appears larger. A matte fabric is dull, absorbs light, looks warm, is more casual, and appears smaller. A bulky fabric adds weight and warmth. Texture can be very seasonal. Thin fabrics are cool and worn in the summer, while bulky sweater material is warm and worn in the winter. Feel, look, and experiment to develop skills in using texture as a designing tool. All of these principles and elements are present in every design. Each separate rule can add or subtract from a good design. It may seem confusing now, but take the time to look at one garment and try to find all nine rules (principles and elements) in that garment. Then study how they affect the garment as a whole. Soon, use of the rules will become automatic and natural. SUPPLEMENTAL LESSONS The following lessons from the 4-H Clothing Leader Guide supplement this lesson: Making Color Work for You Designs That Work for You Design a Master Plan ACTIVITIES • To study silhouette, use a marker to darken the garment around the model's body in publications. • Use a color wheel to study color and value. Use paints or crayons to mix colors. • Look at fabric with a magnifier to study texture. Discuss how the yarns affect the feel and appearance of the cloth. • Select a garment from your closet. Try to find all nine rules (principles and elements) in that garment. • Sit in front of a mirror, drape different colored fabrics across the shoulders and then describe how you "feel" in that color. 21 Designing Textiles Objectives 4-H member will: • learn the steps for designing a fabric • use a variety of resources to develop an understanding of textile design • practice designing fabrics INTRODUCTION At first thought, designing textiles may seem simpler than designing a garment, but in reality, it can be more difficult. There are many factors that combine to make the actual fabric. An understanding of fibers, yarns, fabric construction, and dyeing and finishing processes is needed to achieve the desired finished textile design. Textile science is the identification of fiber and textile constructions, dyestuffs, and printing techniques. However, the first step is to study actual fabrics. This involves visiting fabric and apparel stores and fabric manufacturers. Studying the types of fabrics used for certain garments, seasonal fabrics, care required, colors, dyes, and methods of dyeing will increase one's knowledge. Some of the information needed is available in school textbooks, libraries, and county Extension offices. Textile kits are sometimes available from the county Extension office and may be checked out. Also, there are several lessons from the current 4-H Clothing Leader Guide that pertain to textile design and can be easily incorporated into a design project. This will provide a good understanding of various aspects of textile design. Textile designers must remember that an apparel designer selects fabrics on the basis of price, aesthetics, fashion, and the fabric's suitability for the line. A lovely fabric may be rejected if it is too similar to another fabric in their line. Apparel designers look for different weights and textures. Textile designers can create unique prints or fabric colors to give their line an edge on the competition. Apparel designers constantly consider who their customers will be. FIBERS AND FABRIC STRUCTURES Fabrics are made from either natural or synthetic fibers. Wool, cotton, mohair, ramie, silk, and flax (linen) are natural fibers and come from vegetable, animal, and mineral sources. Nylon, rayon, 23 ---~----------~---------- 1-- polyester, and acetate are just some of the synthetic (man-made) fibers derived from various sources. These man-made fibers can be created from minerals, metals, rubber, or polymers (chemicals). Throughout history, each culture has made its own unique contributions in fabric structures, designs, and types. Fabrics may be woven, knitted, knotted, or felted from yarns and/or fibers. This is called fabrication and refers to the type of fabric produced. The method of construction of the textile determines the character of the fabric and involves the following three elements: SURFACEINTEREST- color, aesthetics, pattern, and texture WEIGHT - how much a given amount of the fabric weighs; for example 6 ounce denim is much lighter and drapes better than 12 ounce denim; necessary for seasonal uses and for different garment construction details HAND - touch, drape, weight of fall, or "handle" of a fabric (how it feels and drapes) DYEING The complex science of dye chemistry has developed due to a demand for fast, vivid color which will withstand wear, sunlight, and the rigors of modern laundering. The appearance of a fabric is often determined by the stage in manufacturing at which the dye is applied. Fabrics may be dyed by the following methods: FIBERDYEING- is used to produce color in a mat of fibers before they are spun into yam. Colors penetrate the fibers thoroughly and are likely to be fast. Commonly used on wool. SOLUTIONDYEING- is a procedure that introduces pigment into the liquid state (chemical spinning solution) before it is formed into fibers. Color is extremely permanent. YARN DYEING- is a process in which spun yarn is dyed before it is made into fabric. This is the oldest method of dyeing. PIECEDYEING- is a process of dying fabric after it is woven. This is the most common and economical means of coloring fabric. ApPLIED DESIGN The surface of a fabric provides an enticing stimulus for an artist's creative imagination. Surface patterns can be reproduced in many 24 ways. Some of the methods are listed be10w: SCREENPRINTINGis a sophisticated version of the stencil process. A screen, which has parts blocked out, is laid on top of fabric stretched out on a table, and allows one color to be printed at a time. Although it may be a slower process, exclusive, high-quality dress goods are often printed in this manner. ROLLER PRINTINGis a simple procedure used to produce large quantities of a design inexpensively. A large roller is inked and rolls the colors onto the fabric. HEAT TRANSFERis a method similar to the iron-on transfers used with T-shirt art today. TIE-DYEINGis an ancient craft that produces interesting and varied designs by wrapping or gathering puffs of fabric in waxed thread and then dipping in dye to create an unevenly dyed effect. BATIKis a method of resist dyeing in which wax is applied to the cloth in areas which are not to receive color. After dyeing, the wax is boiled off and the process repeated for several colors. EMBROIDERYis a process in which hundreds of needles embellish a pre-woven base fabric with a variety of lace and eyelet designs. FINISHES FABRIC DESIGN Fabrics as they come off the loom, bear little resemblance to those that reach a dressmaker's sewing machine. Before they are sold, fabrics may have been washed in chemical solutions, brushed, pressed, beaten, and polished. Substances and treatments may alter their texture and appearance and improve their resistance to moths, static electricity, spotting, staining, shrinking, sagging, wrinkling, and burning. These processes are called fabric finishes. After researching textiles, the designer is ready to start on his/her own fabric design. This involves drawing the design on paper and then using an art form to color it. The rendering of a design in paint (or any color medium) on paper is called a croquis (pronounced CROW-key). It shows the pattern or print and color combinations and can reflect the surface texture and its construction (woven, knitted, etc.). Using the same weave and pattern and changing the color combinations, the possibilities 25 are endless. It is amazing to see how different the same pattern appears using different colorations. Start by deciding on a garment or other product made of fabric. Think about the type of fabric construction which would work best (woven, knitted, felted, etc.), the weight and stiffness the material should be (drapability), and what pattern or print would work best in the product. Then draw a design and paint it. Remember, no one is looking over your shoulder when you are working. If you do not like the design, throw it away and start again. Do not hesitate to try your creativity! With today's modern technology, there are also computer-aided design (CAD) programs that allow fabric designs to be created and colorized on the computer screen. Computer stores will know what is available. Also, visit textile departments at nearby universities. They can be helpful in showing types of software needed and will probably allow use of their equipment (with guidance) on campus. This could aid in developing an in-depth design project. Another valuable resource is any nearby fabric manufacturer. Visit with the dye chemist, fabric designer, or anyone who actually determines the fabric patterns, colors, and weaves. See how it is done commercially, and investigate possible career opportunities. SUMMARY As seen, there are many steps involved in the manufacture of fabrics. The methods used in producing a certain fabric will determine the final cost of that fabric. An experienced designer can look at a piece of fabric and feel it to envision the type of garment for which,it is suited. This ability is developed by experimenting with many different fabrics along with a good knowledge of basic textile construction, dyeing, printing, and finishing. Designers are very familiar with both natural and synthetic fibers and stay updated by listening to textile sales people, reading trade publications, keeping up with new developments, and learning what the consumer of today wants in a garment. They must evaluate the performance of a fabric as well as its aesthetic aspects before starting the manufacturing process. Factors to consider are potential problems associated with shrinkage, fading, ability to hold shape and body, and many more. Fabric manufacturers of today have rigid quality controls. When designers use a fabric, they must also follow labeling restrictions III 26 their garments to instruct the consumer of the fiber content and proper care of the garment. SUPPLEMENTAL LESSONS The following lessons from the 4-H Clothing Leader supplement this lesson: Guide Designs That Work For You Design a Master Plan Handle With Care What's in a Name? From Fiber to Fabric Now It's Finished Fiber Families About Fabrics Fibers from Nature Designing Textiles Fibers People Make Labels: Cues and Clues Special Fabrics for Special People ACTIVITIES • See activities listed in the lessons from the Clothing Leader Guide. • Start clipping bits of fabrics when available, and start your own fabric board, book, or file. Attach the sample and list the fiber content, weave or knit type, cost, care, type of dye, country of origin if known, and common uses for that fabric type. List any finishes that are labeled on the fabric (from the bolt end). You may refer to this board or book often to help you become familiar with textiles. • Try one of the applied design techniques on a plain T-shirt to created a new look. • Use kool-aid or tie-dyeing on cotton socks or a T-shirt. • Take old panty hose to use for screen printing a piece of fabric. 27 Designing Accessories Objectives 4- H members will: • learn the steps in designing one or more accessories • use a variety of resources to develop an understanding of accessory design • practice designing an accessory FASHION ACCESSORIES Most fashion accessories started their life by serving utilitarian purposes. Shoes protected feet, belts held up pants, gloves prevented frozen fingers, umbrellas kept everything under them dry, and bags carried all of the daily necessities. But if protection from the elements and holding clothes together were the only reasons to have accessories, then there would be no fashion accessories industries. Although jewelry and cosmetics have always been used to enhance or decorate, function is still important with most accessories. The fashion aspect is the lure! Accessories involve a wide variety of articles. They include purses, shoes, scarves, jewelry, hats, gloves, socks, hose, and more. These are items that accent the gmment. The type of item being designed will affect the material used. For example, scarves may be silk, cotton, linen, polyester, and other fabrics. Hats may be of felt, straw, feathers, and trims. Jewelry may consist of precious metals, stones, plastic, and natural articles such as shells, ceramics, and base metals. Accessory designing offers the chance to use a wide variety of materials. Designers often start by visualizing the garment they are to accessorize. They will first picture the season, colors, textures, styles, and uses. Then start sketching the piece. Different variations of their ideas are tried. If the purse has a shoulder strap, it may be changed to a hand strap. Cutting out magazine models and placing accessories on them to get a better idea of the way they would look on a person is a good exercise for beginning designers. Accessories can be fun and challenging to design. One nice thing is so much of the material used today in accessories is available in craft and fabric stores. A design can be made and worn at a reasonable cost. 29 I~ SUPPLEMENTAL LESSONS The following lessons from the 4-H Clothing Leader supplement this lesson: GUide Accessories Add Up Accessories and You About Fabrics ACTIVITIES • Draw accessories on models in magazines. • Use modeling clay or plastic, fabric, beads, etc. to make earrings, pins, or button covers. Use conchos, leather, and beads to make key rings or boot decorations. • Weave or braid a belt. • Take an old hat, redesign it and make it over, or make your own hat using one of the currently popular patterns. • Use ribbons, flowers, and decorations on old hair bands or clips to refabricate and coordinate with an outfit. • Create your own look in a fashion tie. • Tie dye a scarf or handkerchief. 30 I ·Designing Garments Objectives 4-H members will: • learn the steps in designing a garment • use a variety of resources to develop an understanding of apparel design • practice designing a garment NEW DESIGN USING ADAPTED PATTERNS NOTE: An understanding of patterns and sewing skills will be required for this activity. Drawing skills will be useful. Making a new garment from two patterns is a good way to learn design. This involves using the rules discussed under design definitions. The designer will look at a pattern that he/she likes but wants to change. For instance, a blouse pattern may have long sleeves and the designer would like short sleeves in order for the it to be worn in the summer. Perhaps the designer would prefer a different collar to change the look. Sleeves or collars must be chosen that will fit, or can be altered to fit, the pattern pieces the designer has on-hand. Many times this is trial and error. The new pattern pieces could be cut of inexpensive material first to be sure they will work. Then the designer would not waste a nice piece of fabric if it did not fit. The designer must be sure to draw the design first to decide if the adapted part will be becoming to the garment as a whole. As in all design, it is important for the designer to try whatever comes to mind. Designing becomes easier each time. SUPPLEMENTAL LESSONS The following lessons supplement this lesson: A Select Group Creative Styling ACTIVITIES in the 4-II Clothing Leader Guide Pattern Know-How What's· Up Your Sleeve • Using the "popover" skirt pattern, change one part of the design. Add pockets or a ruffle around the skirt bottom. Make a test garment to be sure your design can be sewn. • Take a Tee shirt pattern and add a shoulder button opening. 31 • Take a long sleeve blouse or dress -pattern and make it a design with short sleeves. Test your changes. Sketch the new design. • Take pattern envelopes and redraw the garment using a new design. • Take two patterns and discuss how to combine different parts of them to form a new pattern. NEW DESIGN USING FLAT PATTERN METHOD NOTE: A knowledge of patterns and sewing skills will be needed for this activity. Drawing skills will be useful. There are many text books, pamphlets, brochures, and information sheets available on flat pattern design. This is an art many designers of today do not know. They hire excellent flat pattern drafters to make their designs. This is best attempted after a designer has sewn for sometime and has a working knowledge of construction and pattern pieces. Investing in a text that shows examples of flat pattern pieces is a good start to learning this process. These books will show examples of the different pattern pieces. Each example will have a verbal description of what that piece will do. For example, one piece may state it produces a full sleeve. These illustrations will help you to produce the pattern pieces you need for your design. Two of these books are listed in the reference section. Start with simple designs using few pattern pieces. Pattern pieces can be made out of pattern paper, freezer paper, brown paper sacks, or any paper available. It is best to use an inexpensive cloth or muslin when attempting a first try at constructing this garment. Then redrawing or altering as needed can be done without any great expense. It is important to try designs out to be sure they can be sewn as they have been designed. Designs can be drawn that cannot be made. Trying a new design aimed at a particular figure problem is another way to begin. Possibly design a pleated skirt that does not accent wide hips. Have a specific purpose in mind. This will help eliminate many options and allow work with a specific area. Sometimes it is hard to start because of the unlimited choices. 32 After the pattern pieces have been drawn, the muslin can be cut and a "dummy" garment made. Then it is time to make the real thing. The designer should now be very pr.oud of the creation! ACTIVITIES • Draw a design for a sleeveless crop top with no facings. It should have a rounded neck. Layout the pattern pieces and cut out a "dummy" garment. Construct it to test for sewing skills needed and for fit on a real figure. • Sketch a design for a simple dress. By changing only one feature at a time, change the original so you have three versions. Sketch these as they might appear on the front of a pattern envelope. • Design a garment you would like to make for yourself. Using flat pattern design methods, make the pattern pieces needed to sew the design. Test it in a, "dummy" garment. • Demonstrate how a design is made using flat pattern methods. 33 Design Drawing Objectives 4-H members will: • learn human figure proportions • practice drawing fashion figures • practice drawing fashion garments and accessories on figures • practice drawing a textile design as it would appear in a garment BASIC FIGURE DRA WING It is easy to draw the basic figure. One of the simplest methods to understanding anatomical proportions involves using the human head for a measuring device. The average woman stands 7Yz heads high and the average man stands 8 heads high. Refer to the female figure on page 37 to follow the measurements by head height. From the top of the head to her chin is one head height. To the shoulder line is 11;4 heads and on to the bust line is 2 heads. Her waist line is at 3 heads and the widest part of her hips is at 4 heads. The knee is at 5Y2heads. The outside ankle bone is at 7 heads and to the floor is 7Y2heads. Now refer to the male figure (p.37). To go from the top of his head to his chin is one head height. His shoulder is at 11;4 heads and the chest is 2 heads. The waist is at 3 heads and the full hip at 4. The knee is at 6, the ankle is at 7Y2,and to the floor is 8 heads. The female fashion figure is 8Y2 or 9 heads; much taller than average. The width of the figure does not change, so the effect is one of elongation. An 8Y2head female fashion figure is illustrated on page 38. When designing garments, the average figure may be used to show how the garment will look on most people, but the fashion figure is used for illustrating the design in a portfolio. Figure shapes and proportions change with the age of the person. Compare the illustrations of children, ages 2 to 3 years old (p.39), with preteens (pAO) and young teenage boys and girls (pAl). As the body matures, it becomes taller in proportion to head size. Several illustrations are shown (pA2) of how the body's weight line or balance is maintained when weight is not distributed equally on both feet, and how the center line of the body moves as posture 35 changes. General rules make sketching easier. Many people prefer to stali sketching by drawing a "stick figure" first, then adding the body or figure. Steps for doing this are illustrated on page 43. Tracing the illustrations of the average and fashion figures is another way to begin to learn how to draw. ~ 36 \ AVERAGE FIGURE Female Figure (7Yz II..•.• 1I I ~I,.III~II I Male Figure Heads) I II~ I ./ I~ '\. I (8 Heads) '\. ,~ 7t--, rf--- 1 '1;::1 ~I~ '!tl ,. 37 ----------------------------------------------------- FEMALE FASHION FIGURE (8'li Heads) ~ ~ 71-flAds 38 hiI' CHILD'S FIGURE (4'l2 Heads) 2 - 3 Years Old 39 PRE-TEEN GIRL (6~ Heads) PRE- TEEN BOY (5~ Heads) 40 I YOUNG TEEN GIRL (7% Heads) YOUNG TEEN BOY (7 Heads) ---'\ HI I 7 41 I STANDING These general rules make sketching the body easier. Remember that all figures must be balanced, just as we are balanced or we fall down. The balance line is a straight line running down from the pit of the neck through the body to the foot supporting the weight. If the figure is standing on two feet, the balance line is between the feet. This is illustrated using stick figures. I• ·I · ACTION When starting to work with fashion' poses, it is easier to begin with stick figures. This will enable use of the "head" proportion and balance rule effectively. Try to quickly sketch a few figures such as the ones below. ----- = Balance Line 42 I FILLING FIGURES OUT THE Now take the stick figures and begin placing bodies and clothing on them. Clothing is designed for the body in movement so check the body parts that move (shoulder, elbow, wrist, waist, hip, and knee). Illustrate movement points as the body is drawn in. One method of adding a body to a stick figure is by using circles and ovals. Each circle or oval represents a body part and the joining represents movement points. Q Another method for drawing a figure is the double triangle method. Q 2 3 .1 5 These steps should be practiced until they have been mastered. Look at pictures in fashion magazines and models. They stand in exaggerated poses to emphasize details on the garments. The next step would be to take a clothed drawing and make the drawing three dimensional. Have the clothing curve around the body. 43 -- ---~~------------------------------ If a beginning designer is unsure of how to begin, tracing over a few fashion poses in magazines will allow him/her to get the "feel". Next, the designer can try the stick figure, progress to the oval clothing, and finally, to the curved clothing with details. This can be a skill the designer will use a great deal in the future. ACTIVITIES • Use full length photos of models or fashion drawings in newspaper and magazine advertisements to locate the parts of the body using the "head" to measure. Mark the figure in "heads." • Fill a page with quick stick figures. Begin with the standing figure and then add figures with movement. • Draw several stick figures and lightly pencil in ovals or triangles to fill out the body parts. • Draw a stick figure in the same pose as a model posed in a magazine. Now "copy" the clothing. • Use the double triangle method and copy the same clothing from the previous activity. 45 I Glossary Accessory - A nonessential addition to apparel. Aesthetics - The study or theory of beauty. Anatomical - The structure of the body. Asymmetrical - When divided in two parts, the halves are not equal or similar. Durable - Lasting in spite of hard wear. Fabricate - To construct or manufacture by assembling parts. Fiber - The substance that can be spun into yarns for weaving and knitting. Finish - To give cloth a desired surface effect. Formulated - To express in a plan. Hand - The "feel" of the fabric. Print - A cloth printed with a design. Proportion - The desired relationship between the parts to the whole, well balanced. Refabricate - To reconst~uct or make the article again. Retail - The sale of goods to the consumer. Symmetrical - When divided in two parts, the halves are mirror image or similar. Tactile - Related to the sense of touch. Textile - A fabric made by weaving, knitting or other methods. Wholesale - The sale of goods to retailers who then sell them to consumers. Yarn - Any strands of fiber that have been spun and can be used for weaving or knitting. 69 I References I~ 4-H Clothing Leader Guide, by A. Beard, A. Fonseca, T. Criswell, D. Reber, M. Hunter, and B. Saunders, Texas Agricultural Extension Service, 1990, College Station, Tx. (Revised) Designing Apparel Through the Flat Pattern, by E. Kopp, V. Rolfo, B. Zelin, and L. Gross, 5th edition, 1982, Fairchild, N. Y. Drawing the Head and Figure, by Jack Hamm, 1982, The Putnam Publishing Group, N.Y. Drawing Fashions, by Dawn Stoutsenberger, 1987, Weekly Reader Books, Conn. Fabric Almanac, by Marian Klapper, 1966, Fairchild Publications, N. Y. Fashion Accessories, by Leslie Klein Peltz, 3rd edition, 1986, Glencoe Publishing Co., Calif. Inside Fashion Design, by Sharon Lee Tate, 3rd edition, 1989, Harper & Row, N.Y. Patternmaking for Fashion Design, by Helen Joseph Armstrong, 1987, Harper & Row, N.Y. Textiles: Fiber to Fabric, by M. David Potter and Bernard P. Corbman, 4th edition, 1967, McGraw Hill Book Co. The Complete Book of Fashion Illustration, by Sharon Lee Tate and Mona Shafer Edwards, 1982, Harper & Row, N.Y. The Vogue Sewing Book, revised Edition, 1975, Vogue Patterns, N.Y. 71