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AoC

Anatomy of Clothing

An 8-week course on the foundation of visually communicating clothing and fabric, and how different materials react on the human form

Course overview Course overview

Course Overview

Create realistic costumes and materials

In this class, we will deconstruct the materials, from their tensile strength and geometric construction to their surface properties or how they absorb and reflect light. We will work with the armature from the analytical figure drawing class and work on draw through as learned in dynamic sketching class, organizing the clothing into simple easy to use forms using the draw through approach. Other concepts we will cover include the laws of folds, the 7 different types of folds and how they happen, how movement affects the geometry of the drapery, tension points, abstractions and rhythms, rendering and much more. Be prepared to do a lot of construction and rendering.

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Course Format:   Standard
Lecture Type:   Pre-recorded
Feedback:   Individual recordings
Duration:   8 weeks
Assignment:   Due each week. Expect to spend 8-10 hrs/wk viewing lectures, q&a, and time on assignments.
Q&A:   Once a week
Materials:   Pencil and paper/ or on tablet/Photoshop
Skills level:   Beginner to Intermediate
Prerequisites:   Analytical Figure Drawing or a good command of form, perspective, and anatomy

Environment design WHAT YOU’LL LEARN

What you'll learn

The more you know, the better.

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In this first class we look at how drapery works, how the understructure dictates the surface design of the material. From there, we will break down the simple architectural features and identify them with a naming convention. We will then take sample reference images and break them down into line drawings with a fully realized topo wire frame design indicating the surface changes and surface orientation from the viewers’ perspective.
This week we break down another very important list of architectural devices, the seven folds, why they happen and how, and developing a short hand then a long form design process for both line drawing and rendering.
This week we step back for a moment and go over value schemes and how lighting works, different contrast points and value/key structures. Then we will copy the reference lighting rendering on our wire frame to completion. Once the rendering has been accomplished with a certain level of success, we will invent a different lighting scheme to develop a sensibility to invent form and dictate invented lighting in a general sense.
Different types of material behave differently both in tensile strength as well as in its reflective properties of light. This week we will look at 3 very basic, commonly used materials and see how they look in their architectural builds, as well as how they absorb and reflect light. This is a render-intensive week, so make sure to give yourself time to put in the rendering necessary with all the different drawings required.
Beyond the 3 common modern materials there is a plethora of other materials we work with to costume and clothe the characters we invent and use in our illustrations, designs etc. We will also learn short hand for rendering textures and patterns on the material. We will learn to control the value perspective of the additional textures we render over the previous tones developed. This week we look at a dozen other material types and render them from reference. This is a render-intensive week, so make sure to give yourself time to put in the rendering necessary with all the different drawings required.
From dresses to tank tops, bodices to lace stockings, tight pants to paramilitary fatigues, we learn about the unique tension points of the female form and how the body influences the cuts of clothing we costume fit our characters with. We will develop a process utilizing the mannequin approach learned from the analytical figure drawing classes. From the mannequin we will then develop a well-designed line drawing pushing the architecture of the drapery over the perspective of the figure.
From tight pants to baggy skate pants, flannels to t-shirts, suits to jump suits, we learn about the unique tension points of the male form and how the body influences the cuts of clothing we costume fit our characters with. We will develop a process utilizing the mannequin approach learned from the analytical figure drawing classes. From the mannequin we will then develop a well-designed line drawing pushing the architecture of the drapery over the perspective of the figure.
Now that we can identify materials by their tensile strength, their reflective properties, their surface qualities, and their textures or prints, we will explore rendering characters from already existing movies from the new Star Wars to The Lord of the Rings films. Here we will learn how to layer different materials over each other and how each previous layer influences the top most materials and their surfaces.
Instructor

Taking your skills to the next level

Lectures by Ron Lemen

Ron Lemen is a concept artist and art director for the games industry. He currently is a full time freelance artist and has worked with numerous clients such as Blizzard, Lucasarts, Transworld Media, Activision, Upper Deck, Dragon Lance, White Wolf, Time Warner, Wizards of the Coast, Image Comics, Birdhouse Projects, Ride Snowboards, Disney, and more.

May 14th - July 23rd

Summer TERM Registration

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$699

Classes Begin

July 21st!

Pricing & Schedule

Even though our courses are the most affordable for the quality of education.

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Employer Reimbursement

Animation Guild CSATTF

Payment Plan

Companies that hire our students

  • Naughty Dog
  • Luma Pictures
  • Google
  • EA Games
  • DreamWorks Animation
  • Blizzard Entertainment

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