Where production actually breaks the design
Roughly one piece in five that reaches a screen shop cannot be run as supplied. Not because the designer did a bad job, but because the file was authored for a different process. A vector logo built for a CorelDraw sheet in Pantone 185 C is a legitimate file and a poor screen separation. It has one colour, so the press has to make a decision the designer never authorised: which CMYK build gets used, and what happens to the thin strokes in the 40 pt subline underneath.
The classic corporate merch failure is a two-colour mark where one of the colours is a metallic. Pantone 872 C and 871 C are spot colours with real reflectance values, and they behave on screen like a dull yellow or a flat olive. When the separation splits the mark into four process inks, the metallic disappears and what is left is a colour nobody signed off. The press does not have a way to fix that. It can either run it as four inks and accept the shift, or stop the run and ask.
Second failure, second frequency: total ink coverage. Process screen printing tops out around 280-320% total ink coverage before the ink starts to starve on the substrate and the image goes flat or the screens clog. Illustrator happily lets you place a 340% black over a 200% cyan. The RIP will let it through. The press will either reject the separations or print a patch that looks like wet tar. This is why every artwork file we receive gets a coverage check before anything else happens.
Third failure, and the one that costs the most money: stroke weight below 1.5 pt. On a 140-180 mesh screen with a 0.11-0.15 mm emulsion, a thin stroke breaks up into a dotted line. The file looks correct on screen at 3000 px wide. On the garment it looks like the designer ran out of ink halfway through a word. Below 0.5 pt it disappears entirely. The brand team does not usually know this, because nobody has ever shown them the threshold.
Fourth failure, and the most embarrassing: bleed. Corporate artwork is typically drawn on a canvas matching the print area, because that is how it looks on screen. Screen printing does not clip like a printer. Anything that touches the edge of the design needs 2-3 mm of overflow, and anything that goes off the garment needs the full garment outline as a trim line. A design drawn tight to a 280 × 360 mm panel will print with a white hairline around three sides.
What the file handoff should look like
A clean handoff from a studio team is a vector file (AI, EPS or PDF with fonts embedded or outlined), a spot colour list with the Pantone references stated explicitly, the physical print size in millimetres, and a separate file for any knockout or reversed variant. That is the ideal. The more common handoff is a PNG at 300 dpi plus a PDF of the deck the design was drawn in.
We take both. What we cannot take is a screenshot, a JPEG of the logo from a website, or an AI-generated raster used as a source for a screen separation. Raster sources over 150 mm wide drop below the effective resolution of a screen mesh and will look soft in a way that shows up under raking light on a cotton blank.
Formats we can open, and what breaks
AI, EPS and print-ready PDF are all workable. So is an InDesign or Illustrator file with fonts embedded, and a Figma or CorelDraw export where the type has been converted to outlines. The trouble starts when the file was assembled by someone who never asked whether it would be printed: live text with no font installed on the machine that opens it, a gradient mesh that flattens into banding at 150 mm, a photo scaled up beyond its native resolution, a shape knocked out of a group but not out of the layer beneath it.
The knockout case is the one that costs a run. An overprint trap will be invisible on screen and will leave a visible dark line around the knocked-out shape once it is printed, because overprint traps blend the knocked-out area with the ink underneath. It reads as a dirty edge. On a two-colour mark with a lot of knocked-out type, this can be the difference between a garment that looks designed and one that looks like it has a printing fault.
A practical habit that costs nothing: send the file as a PDF with fonts embedded, not as a link to a working folder. Working folders move, get renamed, and get opened on a machine that does not have the fonts. We would rather open the same file twice and get the same result than open it once and get a substituted typeface in the wordmark.
Press capacity and what it means for your schedule
Screen printing runs at roughly 1 500 pieces per week per press in our Yerevan workshop, laser at about 10 000 pieces per week, and DTG from single pieces upward. Lead time is 7-25 working days depending on method and quantity, and the range is wide because the same week can contain a 200-piece cotton run that finishes comfortably and a 60-piece four-colour run that needs two drawdown rounds and a colour revision.
What matters for a production team's planning is that the queue position is decided at artwork release, not at order confirmation. A run whose artwork is approved on Monday can usually leave within the week. A run approved on Friday often leaves the following week because the screens have to be exposed, cured and washed first. If you need a date you can promise to a client, give us the artwork date, not the order date.
Pantone is not CMYK, and your monitor is not either
The Pantone Solid Coated book is an ink, not a colour. Each chip is a specific ink formulation on a specific coated stock, and it is designed to predict what comes off a litho press. It does not predict a screen-printed plastisol deposit on cotton, and it certainly does not predict a discharge print, where the ink is removed from the garment rather than added to it. Expect a visible shift. Budget for the physical drawdown rather than trying to argue the file into compliance.
Substrate changes the result more than the ink does. A 100% cotton dark navy tee, a 60/40 poly blend in the same navy, and a recycled polyester in that navy are three different substrates. Each takes ink differently, each has a different surface sheen, and each shifts the printed colour by a visible amount. We run the drawdown on the actual blank because it is the only measurement that means anything.
On the studio side, the practical fix is to stop specifying Pantone references for merchandise and start specifying intent: a dark brand blue that reads as navy rather than black on a dark garment, or a light version for dark stock. Our prepress step produces a substrate swatch card per programme, which lets a studio team choose from what the press can actually hold rather than from what a book says should be possible.
MOQ from the production side
Screen MOQ sits at 50-100 pieces per design per colour, and the reason is arithmetic. A 40 × 50 cm screen costs what it costs to make, and the ink setup is 12 000-18 000 AMD per screen. At 50 pieces that setup is 240-360 AMD per piece of fixed cost before a single drim of ink goes down. Below 50 the setup dominates and the unit price becomes indefensible in a quote comparison.
That is why we push studios toward DTG below 50 pieces. DTG has no screen setup, MOQ starts at 1, and lead time is 3-5 working days. The per-piece cost is higher and the hand-feel of the print is different, but for a 20-piece run of a complex multi-colour design, DTG is usually the correct answer and screen printing is usually the wrong one. We will say so in the quote, even when the screen setup fee would be better for our margin.
The other lever is colour count. A one-colour design at 200 pieces is cheap. A four-colour design at 200 pieces pays four setups. Consolidating two of those colours into a spot screen, or moving to a two-colour mark with a knockout instead of a four-colour gradient, frequently removes 20-40% from the unit cost without anyone noticing on the finished garment. This is a prepress conversation, not a negotiation, and it belongs at the artwork stage.