Skip to content

2. Digital bodies

Research & Ideation

Proportion Characters 3D Model

In this section, I explored the creation of digital human bodies as the foundation for textile and material experimentation. The research focused on how digital tools can generate accurate 3D human models for fabrication processes. Sources of inspiration include MakeHuman for initial 3D body creation, Skanect for 3D scanning, and MeshLab for model repair and optimization.

The goal was to understand how digital bodies can serve as a platform for design interventions, pattern making, and material exploration. This process allows for iterative experimentation without the constraints of physical mannequins.

References & Inspiration

For my Digital Bodies assignment, I chose to create a digital body inspired by dress form. A dress form is an essential tool in fashion design because it represents the human body in a simplified and structured way. It helps designers visualize proportions, test garment fit, and experiment with shapes. Using this object as inspiration allowed me to combine the physical logic of garment construction with the creative possibilities of digital fabrication.

My goal was to transform the dress form from a static physical object into a dynamic digital model. Instead of treating the dress form as something only used for fitting clothes, I redesigned it as a living digital body that carries identity, movement, and expression. I used its curves, measurements, and structure as the foundation, but I diceded to make head becouse i realy wanted to design something that i will be able to hung on my cap in my office The work of past alumni provided valuable insights into documenting and experimenting with digital bodies:

Head Portion: Betiana Pavon - FabLab Bcn

Artistic Slicing: Stephanie Vilayphiou - GreenLab

Artistic Intervention: Kae Nagano - FabLab Kamakura

Tools Used

MakeHuman – used to generate the base digital human head model with adjustable proportions

Blender – used for mesh cleaning, scaling, refinement, and preparation of the model

Slicer – used to slice the 3D head into 2D sections for laser cutting

Laser Cutting Machine – used to fabricate the sliced head sections into physical form

Process & Workflow

The process started by creating a human head model in MakeHuman. The model was then imported into Blender, where unnecessary parts were removed and the head was refined. After cleaning the model, it was exported to Slicer, where it was divided into multiple flat sections. These sections were arranged and prepared as files ready to be sent to the laser cutting machine.

# Step-by-Step Process

Step 1 – Creating the Head in MakeHuman

The project started by creating a human head model in MakeHuman. Parameters such as head size, facial proportions, and overall form were adjusted. Only the head was selected and exported to ensure the project remained focused on this specific body part.

Step 2 – Editing and Cleaning in Blender

The head model was imported into Blender. In this stage, unnecessary geometry was removed, the mesh was cleaned, and the scale was adjusted to match real-world dimensions. This step was important to ensure accuracy and compatibility with slicing and laser cutting.

Step 3 – Preparing the Model for Slicing

In Blender, the model was checked for errors such as holes or non-manifold geometry. The head was positioned correctly and exported in a format suitable for slicing.

Step 4 – Slicing for Laser Cutting

The cleaned head model was imported into Slicer. The model was sliced into multiple 2D sections based on material thickness. These sections were arranged to optimize material usage and exported as laser-cut-ready files.

Step 5 – Laser Cutting Preparation

The sliced files were reviewed to ensure correct alignment and scale. The final files were then prepared to be sent to the laser cutting machine for fabrication.

FINAL