Chapter 2: Pattern‑Aware Cloth Tests for Paintover
Created by Sarah Choi (prompt writer using ChatGPT)
Pattern‑Aware Cloth Tests for Paintover
1. Why Pattern‑Aware Cloth Tests Matter in Hybrid Costume Pipelines
In a modern costume concept pipeline, you’re rarely designing cloth purely from imagination. You’re working in a 2D / 3D hybrid loop: rough forms in 3D, cloth sims to test drape, and 2D paintovers to push style and story. In that loop, pattern‑aware cloth tests are a crucial bridge.
A pattern‑aware cloth test is more than “run sim, screenshot, paint folds on top.” It’s about:
- Understanding how the underlying garment pattern (panels, seams, grain line) shapes the drape.
- Using 3D cloth tests to generate honest gravity and collision feedback before you commit to final art.
- Painting over those tests in a way that respects real behavior but still supports stylization, shape language, and readability.
This article focuses on pattern‑aware cloth tests as part of 2D / 3D Hybrid Methods for Costumes, especially in relation to:
- Blockouts – the initial volumes and silhouettes before detail.
- Pattern sims – running garment patterns through cloth simulation.
- Kitbash – reusing and recombining existing garment pieces.
- Photobash ethics – integrating photo / sim outputs without misrepresenting ownership or reality.
It’s written equally for:
- Concept‑side costume artists, who explore and sell ideas.
- Production‑side costume artists, who refine and standardize designs for handoff.
2. What Is a Pattern‑Aware Cloth Test?
A pattern‑aware cloth test is a hybrid 2D/3D exercise where you:
- Build or reuse a basic garment pattern on a mannequin (cape, skirt, coat, sleeve, tabard, etc.).
- Run a cloth simulation with real gravity, collisions, and poses.
- Capture screenshots of the resulting folds and silhouettes.
- Paint over those screenshots to explore costume design, material character, and style.
The key word is pattern‑aware:
- You’re not treating cloth as a generic noise of folds.
- You’re aware of where panels join, how seam lines run, and where fullness is added or removed.
- You’re using that understanding to drive believable, controllable drape in your designs.
Concept‑side artists use pattern‑aware tests to explore ideas quickly while staying grounded. Production‑side artists use them to validate and refine designs so that 3D, rigging, and tech art know what to expect.
3. The Relationship Between Blockouts, Patterns, and Cloth Behavior
Before you can run a meaningful cloth test, you need a sense of volume and construction.
3.1 From Blockout to Pattern
The pipeline usually looks like this:
- Blockout volume: You start with big shapes—cloak length, skirt flare, sleeve diameter—either in 2D or 3D.
- Translate volume to pattern: You convert those shapes into actual garment logic: back panel, front panels, gores, godets, pleats.
- Simulate: You run the pattern on your mannequin in key poses to see how it behaves.
If you skip the pattern step, your sim will still “work,” but it may not reflect something that is sewable, modular, or rig‑friendly. Pattern‑aware blockouts give you a costume that could exist, not just one that computes.
3.2 Blockouts as Honest Volume Tests
Blockouts are the first filter:
- In 2D, you might draw simple silhouettes over your mannequin and note where cloth is long, wide, or layered.
- In 3D, you might grey‑box the shapes with primitive geometry.
The goal is to ask: Does this much cloth make sense for this character and game? Do long coat tails obscure UI? Does a massive skirt make movement feel wrong? Once the volume passes that test, you can invest in more accurate pattern sims.
4. Setting Up Mannequin and Poses for Cloth Tests
Pattern‑aware cloth tests sit on top of your mannequin and pose library.
4.1 Use the Official Mannequin
Always run cloth tests on the same base mannequin used for the project’s character rig:
- This ensures your skirt length, cloak width, and sleeve volume will translate to the actual in‑game body.
- Production‑side artists often maintain these mannequins; concept‑side should use them early.
4.2 Select Key Poses from the Pose Library
Cloth behaves differently in every pose—standing, sprinting, jumping, casting. For each garment, choose a small set of key poses:
- Neutral / idle.
- Run or forward movement.
- Core attack or ability pose.
- A “stress pose” that really challenges the design (deep crouch, high kick, big twist).
You don’t need to cover every frame of animation. A handful of poses will already reveal whether your design is cooperative or fighting physics.
5. Pattern Sims: Building Cloth Like a Real Garment
5.1 Thinking in Panels and Seams
Instead of drawing a big cape and letting the sim tool guess, you define it in terms of panels:
- A simple cape might be one or two large panels with a slight curve.
- A skirt might be built from multiple gores or panels that flare at the hem.
- A coat might have front panels, back panel, side panels, and center back seam.
Thinking in panels helps you later when you:
- Add seam lines into the concept art.
- Indicate where different materials meet.
- Plan for modularity (short coat vs. long coat, skirt variants, etc.).
5.2 Grain, Bias, and Fullness
In pattern‑aware sims, you consider:
- Grain direction: Vertical vs. diagonal grain changes how cloth stretches and hangs.
- Bias cut: Diagonal grain gives more fluid, clingy drape.
- Fullness placement: Where you put extra fabric (pleats, gathers, flare) controls fold density.
You don’t have to be a full tailor, but even a basic awareness helps you design intentional folds rather than random wrinkling.
5.3 Sim Settings as Design Notes
When you set fabric properties in your sim tool (weight, stiffness, friction), treat it as a design decision:
- Heavy wool cloak → higher mass, less spring.
- Stiff leather skirt → low bend, high stiffness.
- Light silk sleeve → lower mass, more flutter.
Concept‑side artists can keep this lightweight and exploratory. Production‑side artists may record actual settings in notes or docs so tech art can match the feel later in engine.
6. Capturing Cloth Tests for Paintover
Once you’ve run a sim, you capture it in a way that serves both ideation and production.
6.1 Choose the Right Angles
For each pose, capture:
- A ¾ front view for readability and appeal.
- A side view to show profile behavior (especially skirts and coats).
- A back view if the garment has capes, trains, or back details.
These should match your project’s usual concept orthos or key angles, so the cloth tests plug into existing formats.
6.2 Clean Line Pass Over the Sim
Before painting, do a line cleanup over the sim screenshot:
- Clarify major fold “valleys” and “ridges.”
- Simplify noisy wrinkles into a few strong fold families.
- Indicate seam lines and panel borders.
This gives you a controllable foundation instead of trying to paint over raw sim artifacts.
6.3 Abstracting Sim Results
The sim is a guide, not a law. Use it to answer:
- Where does cloth cluster around knees and elbows?
- How much flare is there at the hem in motion?
- Where does cloth lift away from the body versus cling?
Then edit for style and readability. Emphasize folds that support the character’s personality and the game’s visual clarity; downplay messy noise.
7. Painting Over Cloth Tests: Style on Top of Physics
Pattern‑aware paintovers are where 2D artistry meets sim honesty.
7.1 Respecting the “Big Truths” of the Sim
You can stylize, but try not to break the big truths:
- Direction of gravity.
- Where cloth is under tension vs. relaxed.
If the sim shows that a tight leather skirt doesn’t allow a certain pose without extreme stretching, consider:
- Adjusting the design (add vents, slits, different cut), or
- Accepting that the character wouldn’t move like that, and aligning pose and animation accordingly.
7.2 Simplifying Fold Families
In paintover, group folds into families:
- Vertical drops (gravity‑driven).
- Diagonal tension folds (pulled toward joints or anchors).
- Compression folds (stacked at elbows, knees, waist).
You can simplify dozens of tiny wrinkles into a few strong shape groups, preserving the logic of the sim but presenting it in a clean, readable style.
7.3 Using Light and Material to Sell Form
Once fold logic is set, use light and material paint to:
- Differentiate fabric types (matte vs. satin vs. leather).
- Emphasize key study areas (hem silhouette, shoulder drape, cloak thickness).
- Support gameplay readability (team colors visible, important symbols not lost in fold chaos).
Here, photobash can be a powerful tool—used ethically and intelligently.
8. Integrating Kitbash into Pattern‑Aware Tests
Kitbash and pattern‑aware sims complement each other.
8.1 3D Kitbash as a Starting Pattern
You might start with existing 3D kitbash pieces:
- A standard tabard, a generic cloak, a common skirt base.
You place them on your mannequin, adjust for length or width, and then export their patterns into the sim tool. This gives you:
- A consistent, reuse‑friendly set of garment shapes.
- Faster iteration: you’re not rebuilding every cape from scratch.
8.2 Re‑Patterning Kitbashed Assets
Sometimes the default kitbash piece doesn’t behave how you want. Pattern‑aware thinking lets you:
- Add extra panels or gores to increase flare.
- Remove fullness to reduce cloth clutter.
- Reposition seams to line up with armor plates or design motifs.
Concept‑side artists experiment with this to find strong silhouettes. Production‑side artists lock down the final pattern specs for the asset.
9. Photobash Ethics in Paintovers of Cloth Tests
When you combine sims and photobash, it’s easy to slide into murky territory—especially if you’re using photos of real garments.
9.1 Using Photos as Material and Micro‑Detail, Not Design Theft
Ethical photobash guidelines:
- Use images from licensed libraries, studio‑owned packs, or your own photos.
- Treat photos as material reference: fabric texture, stitching, aging, not entire design steals.
- When photobashing over sims, ensure the design decisions (length, cut, seam placement) are still yours, not directly lifted.
The sim provides the structure; photobash adds surface richness.
9.2 Being Transparent Internally
Inside the team, be clear about:
- Which elements come from pattern sims.
- Which details came from approved photo sources.
- Which areas are still “conceptual” vs. “locked for production.”
Production‑side artists may strip back heavy photo elements when turning your paintover into clean orthos, preserving the design logic while removing photo noise.
10. Concept‑Side vs. Production‑Side Roles in Pattern‑Aware Tests
Both sides use pattern‑aware cloth tests, but their goals differ slightly.
10.1 Concept‑Side Focus
As a concept‑side costume artist, pattern‑aware tests help you:
- Validate wild ideas quickly: huge cloaks, complex coats, multi‑layer skirts.
- Discover interesting shapes you wouldn’t have drawn from imagination alone.
- Ground your designs in enough realism that 3D and animation teams trust them.
You might run rough sims, take screenshots, and do expressive paintovers that emphasize fantasy while keeping physics as a guideline.
10.2 Production‑Side Focus
As a production‑side costume artist, pattern‑aware tests help you:
- Confirm that approved designs can be built and animated without major rework.
- Define final patterns, seam lines, and panel layouts that 3D can follow.
- Produce cloth behavior guides (with sim screenshots and paintovers) that tech art can use to set in‑engine cloth properties.
Your sim images and paintovers might be less painterly and more diagram‑driven, serving as part of the final costume package.
11. Practical Workflow: From Sim to Final Paintover
Here’s a concrete hybrid workflow you can adapt.
11.1 Step 1 – Blockout Volume
Start with your mannequin in a key gameplay pose. Rough in the garment volume:
- In 2D, sketch a cloak shape over the character.
- In 3D, use basic geo to find the approximate silhouette.
Confirm that the volume doesn’t break major gameplay needs (visibility of UI, weapons, important animations).
11.2 Step 2 – Build a Simple Pattern and Run a Sim
Translate that volume into a simple pattern:
- Create panels that reflect the general shape.
- Set basic fabric properties (heavy, light, stiff, or fluid).
Run a sim across 2–4 key poses. Don’t chase perfection; you’re looking for drape behavior and problem spots.
11.3 Step 3 – Capture and Clean Up
Grab screenshots of the most informative frames.
Do a line cleanup pass:
- Simplify folds.
- Clarify seams.
- Mark areas of tension and compression with subtle annotations if needed.
11.4 Step 4 – Paintover for Design and Style
Now treat the cleaned sim as your underdrawing.
- Refine silhouette to hit your style and role goals.
- Add design details: trim placements, embroidery, armor overlays.
- Use photobash (ethically sourced) to hint at fabric textures and fine stitching.
This is where the costume becomes “your” design—not just a sim output.
11.5 Step 5 – Extract Information for the Final Package
From these paintovers, production‑side artists can extract:
- Cloth behavior notes (“Cloak lifts to mid‑calf at full sprint”).
- Seam and panel maps for orthos.
- Cloth sim candidate maps for tech art.
The pattern‑aware cloth test becomes part of the final costume package, not just a behind‑the‑scenes experiment.
12. Habits That Make Pattern‑Aware Tests Useful, Not Extra Work
To keep pattern‑aware cloth tests from becoming overwhelming, fold them into your normal way of working.
12.1 Reserve Tests for Cloth‑Heavy Designs
You don’t need sims for tight bodysuits or tiny capes. Save the full pattern‑aware loop for:
- Long, layered garments.
- Designs where cloth is the hero of the silhouette.
- Costumes with complex overlap around animation‑heavy joints.
12.2 Reuse Patterns and Mannequins
Build a small library of trusted patterns:
- Cloaks you know behave well.
- Skirt cuts you like for certain roles.
- Coat patterns that play nicely with run and attack cycles.
Reuse these as starting points for new designs, adjusting lengths and details. This turns pattern‑aware tests into a speed‑up, not a slowdown.
12.3 Keep a Simple Layer of Documentation
You don’t need a novel—just small, clear notes:
- Annotated sim screenshots.
- Short text labels for fabric type and behavior.
- Highlighted problem areas and proposed fixes.
These make your pattern‑aware tests understandable for future you and for the rest of the team.
13. From Cloth Guesswork to Confident, Buildable Costumes
Pattern‑aware cloth tests for paintover are not about turning concept artists into full‑time garment engineers. They’re about replacing guesswork with controlled experimentation.
For concept‑side costume artists, they provide a playground where physics and imagination collaborate: you push designs toward expressive silhouettes and rich materials, while cloth sims push back with reality, guiding you toward solutions that feel solid.
For production‑side costume artists, they are a tool to stress‑test and refine approved designs, so that by the time a costume reaches 3D, rigging, and tech art, there are fewer surprises and clearer expectations.
In a 2D / 3D hybrid costume pipeline, pattern‑aware cloth tests help you make costumes that not only look good in still images, but also move believably in motion, respect the game’s constraints, and support the fantasy you’re trying to deliver. When you internalize them as part of your regular workflow—alongside blockouts, kitbash, and ethical photobash—you gain a powerful, repeatable method for designing cloth‑heavy costumes with confidence.