3D Fashion Deep Dive 01 - A Brief History of Fashion
A Lot at Tools, Tech, and Workflow Shifts through the centuries
Before we dive headfirst into the future of digital fashion, let’s take a moment to zoom out. If you’re coming from any other discipline and just stepping into fashion, it can feel like a totally different planet. But just like product visualization, this space is going through a massive evolution and it helps to understand how we got here.
This article is your crash course in how fashion workflows have changed over time, especially when it comes to the tools and technologies behind the scenes. Spoiler: we’ve come a long way from pencil sketches and pattern paper. And every big tech shift (whether it was Illustrator or CLO) changed not just how garments were made, but who could make them, how fast, and with what level of precision.
We’ll walk through the key turning points in this history so you can better understand where things are heading next and why your 3D skills are so relevant in this space.
It All Started with a Sketch
Before digital anything, fashion design was pencil-on-paper. Actually, scratch that…it was pencil, chalk, charcoal, ink, gouache, whatever medium a designer could use to quickly express a vision. For centuries, fashion illustration was the primary method for capturing style, shape, and intent. These drawings weren’t just notes to a tailor, they were works of art in themselves, often celebrated as part of the creative process.
Think about the fashion houses of Paris in the 1800s. Couture designs from that era were drawn by hand, sent to clients, and reviewed on paper before a single stitch was made. Designers like Charles Frederick Worth, often considered the father of haute couture, set the standard by sketching elaborate gowns that were then hand-crafted in his atelier. These sketches communicated mood, movement, texture and they had to be strong enough to win over clients who wouldn’t see the final piece until much later.
Moving into the early 20th century, fashion illustration became a booming industry. Designers like Jeanne Lanvin and Paul Poiret developed distinct visual styles in their sketches, and illustrators themselves (people like René Gruau and Erté) became well-known in their own right. Fashion magazines like Vogue and Harper’s Bazaar didn’t run photography spreads like modern fashion magazines. They ran full-page illustrations that helped shape entire trends. The fashion sketch was both a marketing and a manufacturing blueprint.
Back in the workrooms, the people translating these sketches into garments relied entirely on skill, training, and experience. Draping muslin on a mannequin, hand-cutting patterns, and sewing test garments by feel. This was couture as craft. Every change meant going back to the mannequin or redrawing a piece of the pattern.
Inside large fashion houses, everything was done in-house. Designers, patternmakers, sample makers, tailors—all working under one roof, constantly iterating. It was fast-paced but hyper-local. You could get things done quickly, not because the process was automated, but because the whole team was right there in the same building. Corrections were made in real-time, fittings happened face-to-face, and the only delay was the time it took for a human hand to move.
If you want to see what those sketches looked like, go browse some of the Dior archives or take a look at illustrations from Balenciaga, Christian Lacroix, or early Karl Lagerfeld collections. They weren’t just technical. They were dramatic, full of attitude and motion.
Even as photography entered the scene and magazines shifted toward more realism, sketches stayed relevant, especially in the studio. That’s because illustration is fast. It’s iterative. And unlike a photo, it leaves room for imagination. You’re not just seeing what a dress looks like. You’re seeing what it could feel like.
That’s the foundation fashion was built on. Before Illustrator. Before CLO. Just a piece of paper, a pen, and a well-trained eye. And an appreciation of not necessarily photorealism but an artist craft, emotion, and flair in design.
Illustrator Enters the Chat
Fast forward to the 1980s and 1990s: computers show up in the studio, and Adobe Illustrator becomes the go-to tool. Now designers can make scalable, editable digital sketches called “flats”and reuse them season after season. This was a game-changer.
Suddenly, you could tweak colors, change silhouettes, and communicate design intent with way more clarity and speed. Illustrator wasn’t built specifically for fashion, but it gave designers a new kind of control. Patterns were still drafted by hand or with specialized CAD systems, but the front half of the process got a lot more efficient.
At the same time, big apparel companies started outsourcing manufacturing overseas. That meant designers in the US and Europe needed to communicate with factories in Asia, often through massive tech packs filled with sketches, measurements, fabric specs, and construction notes. These were 10-, 20-, sometimes 30-page PDFs trying to explain how to make a garment without ever touching it.
The rise of Illustrator didn’t solve the real bottleneck: sampling. Every new garment still needed to be sewn, shipped, reviewed, corrected, and re-sent. The back-and-forth could take weeks (sometimes months) and there was still a lot of room for error. Fit problems, color inconsistencies, misunderstandings around construction these were the norm. Gone were the days of hyperlocal and in stepped the global supply chain.
It’s also worth mentioning that while Illustrator made things easier for designers, it didn’t always help the folks on the production side. A lot of factories had to interpret stylized, sometimes vague design drawings without context. You might say Illustrator streamlined the front-end and stressed the back-end.
Plus, all of this was happening as the industry was scaling. Brands were releasing more collections per year, moving faster, and trying to feed a growing appetite for fast fashion. That pressure exposed the cracks in traditional workflows. People wanted speed, but the tools still demanded patience.
Then Came 3D
In the early 2000s, a few companies started building tools specifically for 3D apparel design. Browzwear was one of the first to let you stitch digital patterns together and see them in 3D. Not long after, CLO Virtual Fashion launched CLO 3D, which gave designers a much more user-friendly interface and better garment simulation.
For the first time, you could see how a garment would drape, move, and fit without ever sewing a sample. You could test fabric types, make construction changes, and get instant visual feedback. That was a huge leap forward.
It also opened the door for real collaboration. Instead of sending a static tech pack and hoping for the best, brands could now send a fully simulated garment file. Everyone from the designer to the patternmaker to the factory tech could look at the same 3D asset and understand what needed to be built.
Some companies still clung to old workflows. Others embraced 3D and started skipping sample rounds entirely. One team went from three samples per style to zero, because their 3D accuracy was that good. Some even started using those same assets for ecomm photos, marketing renders, and AR try-ons.
Today, you can simulate a garment in CLO, export it to Unreal or Unity, and use it across ecomm, virtual runway shows, and even in digital fashion games. That’s not a future thing…that’s starting to happen now. And it’s not just for luxury brands or avant-garde designers. Fast fashion retailers, athletic wear companies, and even workwear manufacturers are investing in 3D pipelines.
3D also helps solve some serious supply chain issues. With physical prototyping, you’re often locked into materials and trims that can delay everything if they’re out of stock. In 3D, you can iterate quickly, explore variations, and plan smarter, all before anything gets made.
Is this the norm now? Nope. But it’s far from an outlier and picking up momentum.
Why This Matters for You
All of this matters because you already know 3D. The fashion world is catching up to where product viz, games, and VFX have been for years. Designers in this space are learning 3D from scratch. You’re approaching it from the other direction with the rendering chops, the pipeline knowledge, and the visual storytelling skills that fashion companies desperately need.
You’re not here to become a fashion designer. You’re here to bring the tools, speed, and creative clarity that 3D can offer. But to collaborate well, you have to know how this industry evolved. You have to understand why tech packs were a thing, why Illustrator still matters, and what pain points 3D tools are solving.
And maybe most importantly: understanding the history helps you speak their language. When someone references Illustrator flats or sampling delays or the challenges of communicating with overseas factories, you’ll know what they’re talking about. You’ll be able to bring solutions, not just skills (and you’ll be able to understand why fashion designers have an affinity for bold, emotional sketches at times.)
Once you get that context, everything else in this series will click into place.
Let’s keep going.
The 3D Artist Community
We are thrilled to be joined for an AMA with the incredible Jayson Whitmore!
Jayson is an Executive Creative Director, live-action director, and mentor with over two decades of experience in motion design and visual storytelling. A Full Sail University Hall of Fame alumnus, he began his career at the Emmy-winning design house Pittard Sullivan before co-founding the acclaimed studio We Are Royale, where he led projects for brands like Apple, Nike, Google, Disney, and Adidas.
Today, Jayson serves as Executive Creative Director at Laundry, where he continues to blend design, animation, and live action to push the boundaries of brand storytelling. Known for his concept-driven approach and collaborative leadership, he’s helped shape some of the industry’s most visually inventive campaigns while mentoring the next generation of artists.
3D Merch is here and we have a new hoodie!
3D News of the Week
The desktop edition of ZBrush is finally getting a new interface - CG Channel
Why Nvidia’s Blueprint might be the best tool you’ll use for 3D modelling - Creative Bloq
Why we made Affinity free, and how we’ll keep it that way - Canva
Let Your Unreal Engine Trees Move with This Wind System - 80.lv
3D Tutorial
3D Job Spreadsheet
Link to Google Doc With A TON of Jobs in Animation (not operated by me)
Hello! Michael Tanzillo here. I am the Head of Technical Artists with the Substance 3D team at Adobe. Previously, I was a Senior Artist on animated films at Blue Sky Studios/Disney with credits including three Ice Age movies, two Rios, Peanuts, Ferdinand, Spies in Disguise, and Epic.
In addition to his work as an artist, I am the Co-Author of the book Lighting for Animation: The Visual Art of Storytelling and the Co-Founder of The Academy of Animated Art, an online school that has helped hundreds of artists around the world begin careers in Animation, Visual Effects, and Digital Imaging. I also created The 3D Artist Community on Skool and this newsletter.
www.michaeltanzillo.com
Free 3D Tutorials on the Michael Tanzillo YouTube Channel
Thanks for reading The 3D Artist! Subscribe for free to receive new posts and support my work. All views and opinions are my own!













Couldn't agree more. The observation that 'every big tech shift... changed not just how garments were made, but who could make them' is profoundly insightful. It really highlights the democratising power of technology, a theme so vital in many fields, not just fashion. Excellent historical context.