How to Draw a Mannequin for Fashion Design

Creating a Geometric Fashion Mannequin in CorelDRAW

by Anna María López López

CorelDRAW is the most popular vector design software in the professional computer-aided mode pattern manufacture, with many mode designers using it to draw their mannequins and produce their designs. If you have attended way school or accept just visited a mode design studio, you take likely seen the small wooden mannequins perched on the drafting tables. This classic mannequin is ofttimes used as a visual aid when creating unlike fashion figurine poses. You may not have one of your ain, in which example y'all will notice it very useful to have one in digital format and use information technology as a guide for creating the different poses of your upcoming designs.

This tutorial or artistic exercise volition allow you create a geometric jointed mannequin using the CorelDRAW bones shape drawing tools ( Ellipse, Polygon and Rectangle) along with the Weld and Trim shaping options.

Divine Proportion

If you don't have previous experience cartoon fashion figurines, before drawing the geometric shapes that will course yours we recommend that yous start by positioning guidelines co-ordinate to the proportion ratio that you decide on. The divine proportion or golden ratio is a guideline that establishes the ideal proportions of the human being body, dividing information technology in sections called modules. Artists and scientists throughout history accept established several ratios appropriate of their era and the figurative concepts of their times. When designing style figurines, the Greek golden ratio with some variations is often used. According to this ratio the size of the caput is used every bit reference to define the subdivisions, then that the full height of the body is eight times the size of the caput. Since the style figurine needs to exist more than stylized for a slimmer and more than elegant shape, the Greek ratio is slightly modified for a height of ix or x times the size of the head.

If you find it helpful to have guide lines on your screen for ameliorate positioning of your geometric shapes, click and drag as many lines as you need from the horizontal or vertical rulers. These lines will not be visible when printing.

Drawing the parts of the geometric mannequin

Nosotros will start drawing the head and neck using two ellipses and a rectangle (using the Ellipse and Rectangle tools from the Toolbox). Using the Polygon tool we will create a pentagon (v-side polygon) for the torso, and with the Ellipse tool we'll create 2 circles for the shoulders. To complete the upper part of the torso, we will depict two rectangles and then, using the Pick tool, we will plow them a few degrees to notice the right inclination. We'll then create two circles to role every bit elbows, as shown in the following image.

To create the pelvis we volition apply a pentagon that we will stretch using the Pick tool and two circles in its base that volition serve as joints for the legs.

To draw the forearm nosotros shall use a pentagon and a triangle. The hand will be made of another downwardly-facing pentagon joined to the forearm past a circumvolve, as illustrated below.

To depict the leg and foot nosotros will use iv pentagons and 2 triangles, and two circles for the knee joint and ankle respectively.

Once nosotros have created one leg, we tin can duplicate it and place the 2 side-by-side. Using the Pick tool we tin rotate some of the components in order to get asymmetry and movement.

At this point, the mannequin already has all of its elements, comprised exactly of 37 bones objects. Nosotros can view them in the Object manager docker. To open the Object managing director click on the Window menu > Dockers > Object Manager.

Reducing the number of objects by welding them

Once the mannequin has all of its components, we can optimize information technology using the shaping tools mentioned earlier. More specifically, we will use the Weld and Trim options.

To simplify the futurity employ of the mannequin we will reduce the number of components by welding some of them together.

Nosotros will beginning by joining the torso to the neck. Select both shapes (the pentagon and the rectangle) and click on the Weld button on the Holding Bar , and you will encounter how both shapes become a single object.

Weld likewise the two ellipses that form the head into a unmarried object.

We will then select the ii polygons that grade the forearm and will Weld them together. To help visualize the results, it is a practiced idea to select the resulting objects using the Pick tool and utilize a fill color to them by clicking on the color of your preference from the color palette. We will continue welding the polygons that form the thighs, the calfs and the feet until nosotros go a result like to the following image.

Trimming shapes to obtain movement in the joints

The number of components of the original figurine has at present been reduced to 27. In lodge to provide mobility to the joints we will trim the areas where the objects come together using the Trim option from the Holding Bar . We can offset past selecting the ellipse that forms the shoulder, clicking the Trim pick then clicking the pentagon that forms the torso. Since the triangle that forms the forearm extends to the hand, we volition need to select the pentagon that forms the hand, activate the Trim selection and click on the forearm triangle. This way, the hand and forearm will be prepare for when nosotros trim the wrist.

Continue trimming all the ellipses that make up the joints of the adjacent objects. If the object that forms the head appears behind the cervix, click on the Object card > Society > In Front end Of... and add a white fill up color to distinguish information technology better. To create the ankles we volition follow the same process as with the wrists: select the object that represents the foot, actuate the Trim pick and click on the calf object, then trim the ellipse respective to the ankle.

At present that the mannequin is gear up y'all tin can delete the lines that you used every bit guides, by choosing the Pick tool, clicking on each one of them and pressing the Delete central.

To unify the advent of the figurine, select all the objects that comprise it with the Pick tool and click on the black color of the color palette.

At present nosotros can test the versatility of the mannequin that nosotros've just created.

Changing the mannequin's poses

Using the Pick tool and its skewing and rotating functions you tin select the joints and requite your new mannequin move, and position it in as many poses as your want. The possibilities are endless, as shown in the beneath example.

Designing your own manner with basic shapes

Yous accept seen the possibilities of the basic shape drawing tools to create mannequins, simply in that location is much more artistic power in these tools. Now that you accept your geometric mannequin equally a starting point, try dressing information technology up using the techniques for cartoon basic shapes, trimming and welding as shown below:

Download the vector mannequin in CorelDRAW format

If you don't have the time to follow this tutorial from the beginning, feel free to download the completed geometric mannequin and start past dressing information technology or moving it effectually to find new poses. Click on the following prototype to download the vector file in .CDR format. Y'all will exist able to open directly in CorelDRAW.

This tutorial has been produced past Anna María López López - multidisciplinary designer, founder of www.corelclub.org and writer of numerous pattern and fashion books such every bit Figurines de Moda, Técnicas y Estilos (world wide web.figurinesdemoda.com) and Coolhunting Digital, a la caza de las últimas tendencias (www.coolhunting.pro).

Source: http://www.corelclub.org/tutorial-maniqui-de-moda-geometrico-en-coreldraw/

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