Notes on making clothes
Practical, grounded write-ups on production, pattern making, and sourcing.
Clarifying the difference between a garment spec sheet and a full tech pack, and when each one is enough.
Comparing a 3D-first (flatten from simulation) workflow with a traditional 2D-first (draft, then simulate) pattern making workflow.
What a U3M digital material file contains, how it's captured, and how it's used to drive accurate cloth simulation.
How grade rules turn a base pattern into a full size run, and why non-linear rules produce better fitting extremes.
How simulation-based fit review reduces the number of physical sample rounds needed before a pre-production sample.
What minimum order quantity (MOQ) means in practice, why factories set it, and how to work with it as a small or new brand.
Typical seam allowance widths for wovens, knits, denim, and outerwear, and where to deviate from the default.
The practical differences between DXF and SVG pattern exports, and which one to send a factory versus a reviewer.
Explains what a marker is in apparel cutting, how nesting works, and how fabric/marker efficiency is calculated from a layout.
A practical walkthrough of building a hoodie tech pack: flats, BOM, graded measurements, and construction notes a factory can quote from.