Taskin Goec is a Berlin-based mixed-reality designer. He brings the principles of heritage craftsmanship into the digital landscape using emerging technologies such as custom-trained AI.
DIGITALIZATION OF GARMENTS

During my  internship with digital fashion designer Taskin Goec, I collaborated on multiple projects focusing on digital garment creation, texturing, simulation and 3D modeling. My responsibilities mainly  included working in CLO 3D and  Blender, to bring experimental fashion concepts to life. Below are selected works created as part of that collaboration.
Clo 3D renderd image of t-shirt

Clo 3D rendered image of a t-shirt

Clo 3D rendered image of a boa

Clo 3D rendered image of a skirt 

Test render of a look 

Test render of a commissioned digitized garment 

Most of the digital garment work was done through a back-and-forth process between CLO 3D and Blender, combining the strengths of both tools to achieve a versatile and realistic 3D outcome.
GARMENT  DEVELOPMENT

Variants of modeled jackets created in Clo 3D- look1 
Variants of modeled jackets created in Clo 3D- look 2
MAKE UP AND LASHES  DEVELOPMENT

Variants of eyelash styles

Eyeliner shader and map 

Variants of makeup shaders

Lashes applied to the avatar

CREATION OF MATERIALS AND SHADERS 

Photograph of a physical garment

The process of creating a realistic shader often begins with a physical garment as reference, followed by replicating its texture and material qualities in the digital environment.
Skirt texturing work in Blender
This leather skirt serves as a clear example: the digital shader was developed to emulate hand-applied color variations, brushed surfaces, and the sanded-down appearance along sewing lines and overlapping construction elements.

Video render by Taskin, showcasing leather material variations on a digital jacket model

Part of the process explores digital material possibilities not only for enhancing the appearance of virtual garments, but also as references for potential implementation in physical garment production

Jacket variations showcasing different combinations of  materials

Photograph of texture No. 1
Photograph of texture No. 1
Photograph of texture No. 2
Photograph of texture No. 2
Photograph of texture No. 3
Photograph of texture No. 3
Shader material No.2
Shader material No.2
Shader material No.3
Shader material No.3
Shader material No.1
Shader material No.1
Creating a garment-specific shader involves a detailed visual analysis of the physical item, breaking down all surface characteristics and material behaviors in order to recreate them as accurately as possible in 3D.

Set of glasses showcasing applied materials

STAGING

Some of my tasks included the design and 3D modeling of props used as scenographic elements in the final renders. These props functioned as backdrops, interactive elements for the avatar, or independent focal objects that supported the overall composition and storytelling of the scene.

Backdrop .obj from CLO 3D

Avatar setup in Blender

Image featured on Taskin Studio’s official Instagram page

The suspended stone formations were large rock elements hung with pins and rope were part of the scenographic display for Taskin’s presentation at Berlin Offsite Fashion Week Event Artefacts. Developed collaboratively during ideation sessions, these elements reflect the collective conceptual direction and creative exchange within the team

Solid view of suspended stone variations setup in Blender

Suspended bust variations in different colorways, rendered by Taskin
Suspended avatar variations on floating stones, rendered by Taskin 

Video by Taskin featuring an avatar on a suspended stone in a digital look, based on a digitized model

Some tasks required the research, replication, and modification of geometry nodes, which depending on the project were primarily used to enhance presentation quality and meet the specific requirements of client collaborations.

Solid view animation of geometry nodes in Blender

Parts of Four: CREATING DIGITAL AVATAR +DIGITALIZATION OF JEWELRY PIECES 

Render of a digitalized avatar with replicated jewelry and tattoo shaders, done by Taskin 

Parts of Four is designed by Evan Sugerman, U.S. born artist from Los Angeles, California. Founded in 2011, Parts of Four produces jewelries, objects, furnitures, and installations. With a background in sculptural processes, Parts of Four can be imagined as an invocation system of rituals and memories: human, animal, geological, stellar, and beyond. It is a meditation on form, material, and processes.
Studio Taskin collaborated with Parts of Four on a project focused on the creation of a digital avatar of Evan Sugerman, as well as digital renditions of signature Parts of Four jewelry pieces.

Setup of jewelry pieces, rendered by Taskin 

Solid view of  jewelry pieces and elements layout in Blender

My responsibilities included developing a custom tattoo shader using texture maps that faithfully replicate Evan’s real life tattoos, along with modeling pieces of jewelry and their components for the digital environment.
Tattoo shader on avatar
Digital jewelry on avatar, rendered by Taskin
Digital jewelry on avatar, rendered by Taskin

Video featuring a digitalized avatar with replicated jewelry and tattoo shaders – collaboration with Ports of 4, rendered by Taskin

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