Costume-making 101: Part the Second – Design
Hello again and welcome to my ongoing musings about the
world of costume and prop-making.
Following on from my first two posts I thought I’d continue in the same
vein this week and talk a little bit about the design process for my costume
projects, using as a handy guide the Assassin’s Creed original creation I’m
working on for this year’s London Comic-Con.
So, where do I start when it comes to designing a
costume? Well, rather unhelpfully, it
depends upon what I’m trying to create.
Some projects are relatively straightforward in terms of “design” as
most of the work will have been done for you: for example building straight
from a pattern, painting/adapting a found item or kit, etc., etc. I find these sorts of projects to be great
for relaxing and keeping my skills sharp, but nothing beats starting from
scratch and really letting my imagination loose to run around in circles,
waving its metaphorical mind-arms in the air like a sugar-fuelled
four-year-old. You know, like this:
Classic.
For our little sample project, I mentioned in my previous
posts about trying to get a “feel” for the costume that I’m working on, rather
than singling out individual elements.
Those of you who’ve been keeping up with the reading (for those who
haven’t, shame on you) you’ll remember that my Assassin’s Creed meets Wild West
concept has now been established, as have the pieces currently in production
that I have to work with, so now I need to start bringing it all together into
something that feels right –
something that is believable for the character I’m trying to portray and not
like a collection of bits I’ve had to try to fit together.
Looking at what I had on hand, the largest element I have to
work with is my off-white tunic/under-shirt that I’d mentioned in my last post,
presented again as a reminder – apologies again for the mess, I still haven’t
cleaned up:
I liked the idea of a long, flowing piece of costume, a
shirt or something of that kind, but I couldn’t really see this working with
what I had within my new brief. The
sleeves were causing no end of problems due to my own ineptitude when altering
a pattern, but I’d put a lot of work into the construction and was pleased with
the quality of the work. I’d even
included decorative seams:
So I had the tunic; the flowing form fit well with the whole
AC aesthetic, but I couldn’t use the thing as it was. What to do?
Well first off, get annoyed.
Then, a plan. Google would help
me – it’s always been more than happy in the past to provide a surprisingly
helpful array of picture references, so that’s where I turned. There was something at the back of mind that
had sparked an idea, the rear of a cowboy-style caped over-coat, but with some
stylistic changes… Some Googling later,
I’d discovered that an Old West over-coat was not called a “duster.” Stay with me, this history lesson is going
somewhere. A “duster” was an
over-garment that went over your clothes when riding to stop you from getting
dust all over your nice new jeans. Or
whatever it is that folk wore back then.
Levis maybe. Someone out there
will correct me. Here’s a picture I
found (of a duster, not Levis):
It was usually made of lightweight cotton, white or
off-white, full length and cut to fit when riding. Anyone closing in on the same epiphany as me? So, I have the basis of a classically-inspired
Old West duster sitting here, albeit with knackered sleeves and a hood. Ladies and gentleman, we have a start.
A duster then. White,
billowy, lightweight and period accurate.
Good start, but I’d need more than this – May gets warm but I’m not
going to Comic-Con in what is essentially a night-shirt. Once I had this idea fixed though, the rest
of the costume elements fell into place relatively quickly; I’d need a period
shirt, most likely white to continue the Assassin’s Creed colour pallet,
something red, logically a sash as the design ethic of the series dictates, and
some trousers (I’ll translate for those across the pond – pants). I wanted to work some blue in with the
trousers (pants – still being helpful here) for a bit more interest, plus the
all-important leather elements and details.
It’s strange but this always seems to happen to me, I get one important
piece sorted out and the floodgates open.
I think this sums up the “feel” that I keep going on about, in that when
you have a strong sense of a silhouette and a theme, it should be simple to add
in elements that complement and enhance the look you’re trying to achieve
around a central costume piece or prop.
Ezio had his doublet, which I’ve made. Connor had his over-coat, but no-one cares
because the gameplay was terrible, plus I’ve already made that as well. Edward had his pirate-y tunic thing, which I
haven’t made. Yet. I would have my duster. And a hat.
Because, you know, you can’t be a cowboy without a hat.
Next time I’ll look at the smaller costume pieces and the changes
needed to make the duster work, plus how to juggle a hat and a hood. For now, another little taster of something
else I’m working on for my other half for Comic-Con; part of her Renaissance
Assassin costume I’ll be featuring at a later date:
It’s been emotional.
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