This production log documents the creation of 3D models for a SIMS College concept art project in Lightbot. It describes the modeling process for various rooms, structures, and objects within the college including measurements taken from photographs. Specific items modeled include a foyer, student area, laptop, table, chairs, doors, signs, display case, heater, and bin. The document provides details on the modeling techniques used such as extruding, drilling, and surface editing as well as challenges encountered and resolutions during the creative process.
This production log documents the creation of 3D models for the SIMS College concept art in Lightbot. Measurements were taken of the foyer, hallway, and other areas to ensure accurate scaling. Models of furniture like desks, chairs, and a laptop were made using basic shapes and tools. Doors, signs, and display cases were also modeled and textured. Challenges included getting chair leg lengths correct and recreating bin shapes. The log provides details on the modeling process and any issues encountered along with the solutions.
Roksanna Wasiunec is an art major focusing on computer graphics and photography. This portfolio contains examples of her:
1) Computer graphics work recreating photographs in Adobe Illustrator like a close up photo of Nike shoes titled "Nike's on Them Feet".
2) Photography projects including macro shots, images exploring motion with slow shutter speeds, and photos investigating contrasts.
3) Major seminar pieces using materials like sharpies, duct tape, and tape to create abstract puzzling images connected as a series exploring themes of opposites. The pieces are meant to make the viewer question the images and move their eyes throughout.
Initial design concepts focused on squaring up the design to make it more striking visually. Inspiration was drawn from the Shard in London, with plans to incorporate some of its shapes and textures. Construction concepts included developing an initial structure, using bolts and screws for joins rather than adhesives, and prototyping a wall joint. Usability considerations centered around ergonomics, anthropometrics, and placing speakers in effective locations within a room. Various materials were tested including carbon fiber, clay, steel rods, plaster, aluminium sheet, and wire to determine suitability for the design.
Jamara visited Victoria Baths to photograph marbles and bubbles in various locations around the historic building. Some of the best spots included the male baths where bubbles worked well, the committee room where depth of field was used on marbles on a window ledge, and the basement where low light brought out colors in bubbles. While focusing on marbles and bubbles, Jamara also took some architectural photos of hallways and empty baths to capture the historic character of the building.
Cassie Coyne was chosen as the team leader for her animation production group. She created a forum on the Moodle site for the group and set up discussion topics for each task. This included signing ethical agreements and researching existing radio stations. The group developed ideas which Cassie drew out in a storyboard. Cassie created assets in Flash and Premier including a flipbook and boombox scene. She masked the flipbook with the boombox and added the group's 3D logo. Finally, Cassie pieced the assets together in Premier to create the animated video.
The document summarizes a student's process journal entries from their design technology class where they are creating a stool in the shape of a panda. In the entries, the student details marking and cutting wood to form the seat of the stool, which will be in the shape of a panda face. The student works on marking measurements, sawing wood, cutting curves with a coping saw, and filing the wood smooth. The student notes challenges with using tools carefully and maintaining focus.
Cassie was chosen as the team leader for her animation production group. She created discussion forums on Moodle for the group to collaborate. This included topics for researching existing radio stations, generating initial ideas, and completing individual tasks. Cassie storyboarded the concept, created a flipbook in Flash, and edited a 3D boombox. She masked the flipbook and boombox together and added a spinning 3D logo in the finale. After editing the project together in Premier Pro, Cassie uploaded the finished video animation to her blog.
Cassie created a forum on Moodle for her animation team to collaborate. She set up discussion topics for tasks like researching radio stations, generating ideas, and completing individual assignments. Cassie storyboarded ideas, created a flipbook in Flash, and masked a 3D boombox onto it. She rendered the boombox in Lightwave and pieced everything together in Premier Pro, adding spinning logo at the end. Cassie ensured her animation flowed smoothly and met professional standards.
This production log documents the creation of 3D models for the SIMS College concept art in Lightbot. Measurements were taken of the foyer, hallway, and other areas to ensure accurate scaling. Models of furniture like desks, chairs, and a laptop were made using basic shapes and tools. Doors, signs, and display cases were also modeled and textured. Challenges included getting chair leg lengths correct and recreating bin shapes. The log provides details on the modeling process and any issues encountered along with the solutions.
Roksanna Wasiunec is an art major focusing on computer graphics and photography. This portfolio contains examples of her:
1) Computer graphics work recreating photographs in Adobe Illustrator like a close up photo of Nike shoes titled "Nike's on Them Feet".
2) Photography projects including macro shots, images exploring motion with slow shutter speeds, and photos investigating contrasts.
3) Major seminar pieces using materials like sharpies, duct tape, and tape to create abstract puzzling images connected as a series exploring themes of opposites. The pieces are meant to make the viewer question the images and move their eyes throughout.
Initial design concepts focused on squaring up the design to make it more striking visually. Inspiration was drawn from the Shard in London, with plans to incorporate some of its shapes and textures. Construction concepts included developing an initial structure, using bolts and screws for joins rather than adhesives, and prototyping a wall joint. Usability considerations centered around ergonomics, anthropometrics, and placing speakers in effective locations within a room. Various materials were tested including carbon fiber, clay, steel rods, plaster, aluminium sheet, and wire to determine suitability for the design.
Jamara visited Victoria Baths to photograph marbles and bubbles in various locations around the historic building. Some of the best spots included the male baths where bubbles worked well, the committee room where depth of field was used on marbles on a window ledge, and the basement where low light brought out colors in bubbles. While focusing on marbles and bubbles, Jamara also took some architectural photos of hallways and empty baths to capture the historic character of the building.
Cassie Coyne was chosen as the team leader for her animation production group. She created a forum on the Moodle site for the group and set up discussion topics for each task. This included signing ethical agreements and researching existing radio stations. The group developed ideas which Cassie drew out in a storyboard. Cassie created assets in Flash and Premier including a flipbook and boombox scene. She masked the flipbook with the boombox and added the group's 3D logo. Finally, Cassie pieced the assets together in Premier to create the animated video.
The document summarizes a student's process journal entries from their design technology class where they are creating a stool in the shape of a panda. In the entries, the student details marking and cutting wood to form the seat of the stool, which will be in the shape of a panda face. The student works on marking measurements, sawing wood, cutting curves with a coping saw, and filing the wood smooth. The student notes challenges with using tools carefully and maintaining focus.
Cassie was chosen as the team leader for her animation production group. She created discussion forums on Moodle for the group to collaborate. This included topics for researching existing radio stations, generating initial ideas, and completing individual tasks. Cassie storyboarded the concept, created a flipbook in Flash, and edited a 3D boombox. She masked the flipbook and boombox together and added a spinning 3D logo in the finale. After editing the project together in Premier Pro, Cassie uploaded the finished video animation to her blog.
Cassie created a forum on Moodle for her animation team to collaborate. She set up discussion topics for tasks like researching radio stations, generating ideas, and completing individual assignments. Cassie storyboarded ideas, created a flipbook in Flash, and masked a 3D boombox onto it. She rendered the boombox in Lightwave and pieced everything together in Premier Pro, adding spinning logo at the end. Cassie ensured her animation flowed smoothly and met professional standards.
Cassie Coyne was chosen as the team leader for her animation production group. She created discussion forums on the class website for the group to collaborate. This included topics for researching existing radio stations, sharing initial ideas, and posting individual assignment work. Cassie completed the base flipbook animation in Flash and worked with teammates who created the logo and 3D boombox. She storyboarded the animation, edited the boombox, and masked the flipbook file. After rendering the scene in Lightwave and creating a 3D logo in Modeller, Cassie pieced everything together in Premier Pro to complete the radio station animation.
Cassie Coyne was chosen as the team leader for her animation production group. She created discussion forums on the class website for the group to collaborate. This included topics for tasks like researching existing radio stations, generating initial ideas, and completing individual assignments. Cassie drafted storyboards, created flash files, edited 3D models, and rendered scenes. She worked closely with her group to develop ideas and incorporate individual contributions into a final video combining animation, sound effects, and an original 3D logo.
Cassie created an online forum to organize her animation team's work on creating a radio station logo. She set up discussion topics for tasks like research, idea generation, and storyboarding. Cassie took on roles like filling out paperwork, sketching storyboards, editing 3D models, and preparing scene renders in video editing software. Her work progressed the project from initial planning through modeling, animation, and final rendering of the logo animation.
Margaret Middleton created illustrations, diagrams and maps for the Bill Nye's Climate Lab exhibit at the Chabot Space and Science Center in Oakland, California. Most illustrations were digital. She also created a prototype for the Geometry Playground exhibit that used forced perspective techniques. Additionally, she designed costumes for the Underland outdoor exhibit at the Providence Children's Museum in Rhode Island.
This document provides an overview and development process for a game environment art project titled "Late Night." The artist was inspired by neo-noir films, TV shows, and games. They researched these influences and created mood boards. Concepts developed included a reimagined lunch counter setting. Production involved blocking out the scene, creating materials and lighting, modeling assets, and applying post-processing effects to achieve the desired neo-noir visual style. The artist focused on showcasing skills in art direction, lighting, materials, and presentation within technical constraints for their portfolio piece.
This document provides an action plan for creating an outdoor garden at Justin Elementary School. Key steps include:
1. Forming a garden committee to oversee the project and identify curriculum standards addressed by the garden.
2. Applying for and using a grant to fund necessary garden materials.
3. Creating schedules for grade levels to plant, observe, maintain and harvest the garden.
4. Collecting and analyzing data to monitor the garden's impact on student achievement and learning.
The document summarizes Zakriya Chughtai's location studies assignment. It describes the process of examining a location through drawings from different angles. It then details creating sketches of the location in Google SketchUp and using those to influence drawings and a 3D model. The document outlines the development of larger drawings incorporating different materials and techniques. It discusses creating dry point prints inspired by artist Lesser Ury and using those to develop ideas for the 3D model. The model takes the form of a small pavilion for Zakriya's college, incorporating tile designs and a wood structure.
Home designs from 2011 and beyond will include more built-in storage spaces, functional furniture, and first floor primary bedrooms. Additional common rooms will be laundry rooms, home offices, and indoor fireplaces. Interior colors will be bolder and storage solutions will be integrated everywhere through built-in cabinetry and walk-in closets. Homeowners will seek low-maintenance, personalized designs optimized for their lifestyle.
The document discusses various recent developments in affinity financial services worldwide in the first quarter of 2013. Key highlights include Prudential extending its bancassurance footprint in Southeast Asia through a new partnership with ACLEDA Bank in Cambodia, two new automotive finance joint ventures between Santander and JAC in China and UniCredit and Renault Nissan in Russia, and various new partnerships and initiatives in the mobile payments space involving MasterCard, Visa, Samsung and others. The newsletter also provides updates on insurance affinity partnerships and programs across various sectors such as assistance, health, motor and niche insurance.
The document outlines a concept schedule for an SIMS project from January 30th to March 26th. It includes tasks such as Lightbot tutorials, choosing areas to model, taking measurements, starting the production log, modeling basic structures, updating the log, and completing evaluations. The schedule is broken down by week and includes assignments for mornings, afternoons, and evenings across the different days of the week.
This document provides details on the planning and research for a graphic novel project focusing on jazz singer Ella Fitzgerald. Key points include:
- The project will be a graphic novel telling the story of Ella Fitzgerald's rise to fame, focusing on her early struggles.
- Research was conducted through questionnaires, online research on graphic novel preferences and forums, and visits to art galleries and music stores to study the early 1900s era.
- A basic storyline was outlined covering Ella's early life challenges and a fictional element of making a deal with a trickster character for fame.
- Main characters were identified including Ella Fitzgerald and other jazz singers of the time.
- Pre-production details were considered around materials needed
What is the Global Affinity Finance Club? Having had a European focus up to the end of 2010, every quarter from March 2011 onwards, Finaccord will continue to research and publish top line information about key strategic developments in affinity and partnership marketing of financial services around the world, segmented between affinity insurance news, bancassurance news and affinity banking news.
This service differs from that provided by other research companies because its focus is genuinely global, often translating news that only appears in languages other than English. In addition, it concentrates exclusively on affinity and partnership marketing strategy, with no need for users to filter out irrelevant or unrelated information.
Affinity and partnership marketing strategy is an important component of general distribution strategy for a majority of large banks and insurance companies serving consumers and small businesses as successful partnerships potentially allow them to access groups of customers that they cannot always reach by themselves.
Moreover, it can also be a highly relevant topic for the partner entities themselves whether they are other financial institutions or organisations as diverse as automotive brands, charities, energy companies, internet or media firms, loyalty management entities, online aggregators and brokers, professional associations, retailers, sports clubs, telecoms firms, trade unions and travel companies.
Sandra Luttchens-Van Allen discusses storage and accessibility trends for kitchen cabinets in 2011 and beyond. She notes that as kitchens get smaller, better organization and utilizing all available space have become priorities. Cabinet interiors are increasingly the focus as designers look for ways to optimize storage. Accessibility and ensuring all contents are easily reachable are also important considerations as consumers want everything at their fingertips.
The document discusses home design trends for 2011 and beyond. It predicts that outdoor spaces will become more integrated into overall home designs, with sliding glass doors connecting indoor and outdoor areas. It also anticipates that more outdoor kitchens will be included in these outdoor "rooms." Finally, it discusses how green features and technologies like low-e windows, engineered wood, and water-efficient fixtures will become more common in homes by 2015.
The document summarizes kitchen design trends from 2011 and beyond. Some key trends highlighted include transitional styles that are less busy with simpler moldings; classic, timeless styles remaining popular; the rise of modern farmhouse styles; mid-century modern styles emerging in furniture and cabinetry; craftsman-style doors maintaining popularity; and an increase in open shelving, granite and quartz counters, and ceramic tile backsplashes. Flooring trends include ceramic, porcelain and natural stone tiles, along with a rise in hardwood floors in materials like oak, ash and elm.
The document outlines potential ideas for a final major project, including:
1) A graphic novel or comic book set in medieval times about hunting or scouting.
2) A 3D model of a 1900s jazz club environment.
3) A series of illustrated 1900s posters about jazz music to attract fans or increase interest in jazz.
The document then focuses on the idea of a graphic novel set in the early 1900s about a jazz singer rising to fame, and outlines plans to create a graphic novel in a hardback sketchbook about Ella Fitzgerald's rise to fame.
The document is a survey completed by customers of a comic book and graphic novel store. It asks about their favorite titles, preferences for type and genre of graphic novels, and opinions on expanding the selection. Most respondents prefer hardback novels in the action, superhero, and horror genres. Many think sales would increase with more variety, such as romance. Some express interest in a graphic novel about Ella Fitzgerald's life, while others prefer their usual genres.
The document summarizes the process of creating a 3D tunnel environment in a modeling program. Key steps included:
1. Creating a hollow cuboid tunnel to use as a template for other sections. Different pieces were assembled according to a design pack.
2. Expanding the tunnel by adding more sections, filling in holes and opening new holes as needed. A larger room was created by scaling a box to the desired size.
3. Connecting the large room to the corridors proved difficult and required deleting walls and connecting polygon shapes.
4. Furniture like chairs, tables and computers were added to the main room by modeling basic shapes and textures.
The document summarizes the design and development process of a multi-purpose lounge chair/bed called "Something Big". Key points:
1. The chair/bed can be used both indoors and outdoors and was designed to have multiple functions through a simple construction.
2. Prototypes were tested in CAD software and through 3D printing to ensure functionality and safety before full-scale production.
3. The final design was CNC laser cut from MDF based on the prototypes and incorporates elements of traditional Ethiopian furniture design.
4. Upon assembly, adjustments were made to improve the chair configuration while maintaining the bed functionality and overall comfort.
Details are everything and can make or break a design project. The author shares a story from design school where they created an illuminated cube side table but neglected the power cord, which their professor pointed out detracted from the design. This experience taught the author that details matter greatly and are what make experiences and products unique and memorable. Without attention to details, designs and products risk being forgotten.
The document summarizes the process of modeling a 3D foyer environment in Lightwave. Key steps included:
1. Creating a basic shell of the building using measurements and reference photos, then extruding walls and slicing a hole for the door.
2. Modeling furniture items like chairs, a table using basic shapes, and a magazine stand using rotated boxes for its shelf system.
3. Adding more detailed objects like bins with beveled rounded edges, plant pots with extruded and inward shapes, and a wall with beveled window sills.
4. Finishing touches included adding a carpet, signage, and roof to complete the virtual foyer environment.
This document outlines pen and paper techniques for moving from research to design. It discusses using simple tools like paper, markers, sticky notes to capture insights from user research through activities like jotting notes and creating concept sketches. These visual outputs can then be organized into theme boards and used to develop stories and implications for design. The document provides examples of activities and outlines a process for capturing insights visually and translating them into design concepts and prototypes in an accessible way.
Cassie Coyne was chosen as the team leader for her animation production group. She created discussion forums on the class website for the group to collaborate. This included topics for researching existing radio stations, sharing initial ideas, and posting individual assignment work. Cassie completed the base flipbook animation in Flash and worked with teammates who created the logo and 3D boombox. She storyboarded the animation, edited the boombox, and masked the flipbook file. After rendering the scene in Lightwave and creating a 3D logo in Modeller, Cassie pieced everything together in Premier Pro to complete the radio station animation.
Cassie Coyne was chosen as the team leader for her animation production group. She created discussion forums on the class website for the group to collaborate. This included topics for tasks like researching existing radio stations, generating initial ideas, and completing individual assignments. Cassie drafted storyboards, created flash files, edited 3D models, and rendered scenes. She worked closely with her group to develop ideas and incorporate individual contributions into a final video combining animation, sound effects, and an original 3D logo.
Cassie created an online forum to organize her animation team's work on creating a radio station logo. She set up discussion topics for tasks like research, idea generation, and storyboarding. Cassie took on roles like filling out paperwork, sketching storyboards, editing 3D models, and preparing scene renders in video editing software. Her work progressed the project from initial planning through modeling, animation, and final rendering of the logo animation.
Margaret Middleton created illustrations, diagrams and maps for the Bill Nye's Climate Lab exhibit at the Chabot Space and Science Center in Oakland, California. Most illustrations were digital. She also created a prototype for the Geometry Playground exhibit that used forced perspective techniques. Additionally, she designed costumes for the Underland outdoor exhibit at the Providence Children's Museum in Rhode Island.
This document provides an overview and development process for a game environment art project titled "Late Night." The artist was inspired by neo-noir films, TV shows, and games. They researched these influences and created mood boards. Concepts developed included a reimagined lunch counter setting. Production involved blocking out the scene, creating materials and lighting, modeling assets, and applying post-processing effects to achieve the desired neo-noir visual style. The artist focused on showcasing skills in art direction, lighting, materials, and presentation within technical constraints for their portfolio piece.
This document provides an action plan for creating an outdoor garden at Justin Elementary School. Key steps include:
1. Forming a garden committee to oversee the project and identify curriculum standards addressed by the garden.
2. Applying for and using a grant to fund necessary garden materials.
3. Creating schedules for grade levels to plant, observe, maintain and harvest the garden.
4. Collecting and analyzing data to monitor the garden's impact on student achievement and learning.
The document summarizes Zakriya Chughtai's location studies assignment. It describes the process of examining a location through drawings from different angles. It then details creating sketches of the location in Google SketchUp and using those to influence drawings and a 3D model. The document outlines the development of larger drawings incorporating different materials and techniques. It discusses creating dry point prints inspired by artist Lesser Ury and using those to develop ideas for the 3D model. The model takes the form of a small pavilion for Zakriya's college, incorporating tile designs and a wood structure.
Home designs from 2011 and beyond will include more built-in storage spaces, functional furniture, and first floor primary bedrooms. Additional common rooms will be laundry rooms, home offices, and indoor fireplaces. Interior colors will be bolder and storage solutions will be integrated everywhere through built-in cabinetry and walk-in closets. Homeowners will seek low-maintenance, personalized designs optimized for their lifestyle.
The document discusses various recent developments in affinity financial services worldwide in the first quarter of 2013. Key highlights include Prudential extending its bancassurance footprint in Southeast Asia through a new partnership with ACLEDA Bank in Cambodia, two new automotive finance joint ventures between Santander and JAC in China and UniCredit and Renault Nissan in Russia, and various new partnerships and initiatives in the mobile payments space involving MasterCard, Visa, Samsung and others. The newsletter also provides updates on insurance affinity partnerships and programs across various sectors such as assistance, health, motor and niche insurance.
The document outlines a concept schedule for an SIMS project from January 30th to March 26th. It includes tasks such as Lightbot tutorials, choosing areas to model, taking measurements, starting the production log, modeling basic structures, updating the log, and completing evaluations. The schedule is broken down by week and includes assignments for mornings, afternoons, and evenings across the different days of the week.
This document provides details on the planning and research for a graphic novel project focusing on jazz singer Ella Fitzgerald. Key points include:
- The project will be a graphic novel telling the story of Ella Fitzgerald's rise to fame, focusing on her early struggles.
- Research was conducted through questionnaires, online research on graphic novel preferences and forums, and visits to art galleries and music stores to study the early 1900s era.
- A basic storyline was outlined covering Ella's early life challenges and a fictional element of making a deal with a trickster character for fame.
- Main characters were identified including Ella Fitzgerald and other jazz singers of the time.
- Pre-production details were considered around materials needed
What is the Global Affinity Finance Club? Having had a European focus up to the end of 2010, every quarter from March 2011 onwards, Finaccord will continue to research and publish top line information about key strategic developments in affinity and partnership marketing of financial services around the world, segmented between affinity insurance news, bancassurance news and affinity banking news.
This service differs from that provided by other research companies because its focus is genuinely global, often translating news that only appears in languages other than English. In addition, it concentrates exclusively on affinity and partnership marketing strategy, with no need for users to filter out irrelevant or unrelated information.
Affinity and partnership marketing strategy is an important component of general distribution strategy for a majority of large banks and insurance companies serving consumers and small businesses as successful partnerships potentially allow them to access groups of customers that they cannot always reach by themselves.
Moreover, it can also be a highly relevant topic for the partner entities themselves whether they are other financial institutions or organisations as diverse as automotive brands, charities, energy companies, internet or media firms, loyalty management entities, online aggregators and brokers, professional associations, retailers, sports clubs, telecoms firms, trade unions and travel companies.
Sandra Luttchens-Van Allen discusses storage and accessibility trends for kitchen cabinets in 2011 and beyond. She notes that as kitchens get smaller, better organization and utilizing all available space have become priorities. Cabinet interiors are increasingly the focus as designers look for ways to optimize storage. Accessibility and ensuring all contents are easily reachable are also important considerations as consumers want everything at their fingertips.
The document discusses home design trends for 2011 and beyond. It predicts that outdoor spaces will become more integrated into overall home designs, with sliding glass doors connecting indoor and outdoor areas. It also anticipates that more outdoor kitchens will be included in these outdoor "rooms." Finally, it discusses how green features and technologies like low-e windows, engineered wood, and water-efficient fixtures will become more common in homes by 2015.
The document summarizes kitchen design trends from 2011 and beyond. Some key trends highlighted include transitional styles that are less busy with simpler moldings; classic, timeless styles remaining popular; the rise of modern farmhouse styles; mid-century modern styles emerging in furniture and cabinetry; craftsman-style doors maintaining popularity; and an increase in open shelving, granite and quartz counters, and ceramic tile backsplashes. Flooring trends include ceramic, porcelain and natural stone tiles, along with a rise in hardwood floors in materials like oak, ash and elm.
The document outlines potential ideas for a final major project, including:
1) A graphic novel or comic book set in medieval times about hunting or scouting.
2) A 3D model of a 1900s jazz club environment.
3) A series of illustrated 1900s posters about jazz music to attract fans or increase interest in jazz.
The document then focuses on the idea of a graphic novel set in the early 1900s about a jazz singer rising to fame, and outlines plans to create a graphic novel in a hardback sketchbook about Ella Fitzgerald's rise to fame.
The document is a survey completed by customers of a comic book and graphic novel store. It asks about their favorite titles, preferences for type and genre of graphic novels, and opinions on expanding the selection. Most respondents prefer hardback novels in the action, superhero, and horror genres. Many think sales would increase with more variety, such as romance. Some express interest in a graphic novel about Ella Fitzgerald's life, while others prefer their usual genres.
The document summarizes the process of creating a 3D tunnel environment in a modeling program. Key steps included:
1. Creating a hollow cuboid tunnel to use as a template for other sections. Different pieces were assembled according to a design pack.
2. Expanding the tunnel by adding more sections, filling in holes and opening new holes as needed. A larger room was created by scaling a box to the desired size.
3. Connecting the large room to the corridors proved difficult and required deleting walls and connecting polygon shapes.
4. Furniture like chairs, tables and computers were added to the main room by modeling basic shapes and textures.
The document summarizes the design and development process of a multi-purpose lounge chair/bed called "Something Big". Key points:
1. The chair/bed can be used both indoors and outdoors and was designed to have multiple functions through a simple construction.
2. Prototypes were tested in CAD software and through 3D printing to ensure functionality and safety before full-scale production.
3. The final design was CNC laser cut from MDF based on the prototypes and incorporates elements of traditional Ethiopian furniture design.
4. Upon assembly, adjustments were made to improve the chair configuration while maintaining the bed functionality and overall comfort.
Details are everything and can make or break a design project. The author shares a story from design school where they created an illuminated cube side table but neglected the power cord, which their professor pointed out detracted from the design. This experience taught the author that details matter greatly and are what make experiences and products unique and memorable. Without attention to details, designs and products risk being forgotten.
The document summarizes the process of modeling a 3D foyer environment in Lightwave. Key steps included:
1. Creating a basic shell of the building using measurements and reference photos, then extruding walls and slicing a hole for the door.
2. Modeling furniture items like chairs, a table using basic shapes, and a magazine stand using rotated boxes for its shelf system.
3. Adding more detailed objects like bins with beveled rounded edges, plant pots with extruded and inward shapes, and a wall with beveled window sills.
4. Finishing touches included adding a carpet, signage, and roof to complete the virtual foyer environment.
This document outlines pen and paper techniques for moving from research to design. It discusses using simple tools like paper, markers, sticky notes to capture insights from user research through activities like jotting notes and creating concept sketches. These visual outputs can then be organized into theme boards and used to develop stories and implications for design. The document provides examples of activities and outlines a process for capturing insights visually and translating them into design concepts and prototypes in an accessible way.
See => Sort => Sketch: Pen & Paper Techniques for Getting From Research to De...BayCHI
This document outlines pen and paper techniques for moving from research to design. It discusses using simple tools like paper, markers, sticky notes to capture insights from user research through activities like jotting notes and creating concept sketches. These visual outputs can then be organized into theme boards and used to develop stories and implications for design. The document provides examples of activities and outlines a process for capturing insights visually and translating them into design concepts and prototypes in an accessible way.
Video Game Project - 6. production reflectionTigs0102
Tegan created the background for their cat chase game first to establish the theme. They created two backgrounds - one night sky scene and one with cherry blossom trees. Building the backgrounds took time, particularly drawing the huts and cherry blossoms with precision. Tegan also added buildings, stars, and game elements like the cat character, coins, and health bars. Frames were created for the beginning and end of the game to introduce and conclude levels. While some elements proved challenging, Tegan was pleased with the overall visual look and feel created for their game.
This student took an online introduction to interior design course and found the assignments varied and engaging. The instructions were clear and the instructor promptly answered any questions. The amount of work was reasonable to complete each week. The student particularly enjoyed the design tour and personal space design assignments. Some quizzes had difficult questions but overall no assignments were disliked. The student learned about designing functional and aesthetically pleasing spaces. While an in-person class may be preferable, the online format and videos effectively conveyed course content. The student was interested in interior design and took the class to explore the field as a potential major.
Our group has chosen to design a Games Gallery. James researched games from different decades to feature in the gallery and created a website to showcase this research. Danny focused on interior design elements like doors, windows, lighting, and themes. He created design concepts and surveyed others for feedback. Michael and another member worked on the exterior building design, combining their concepts into a final design with a futuristic, postmodern style inspired by their research. They presented the full project, incorporating everyone's individual contributions to the interior, exterior, and content of the Games Gallery.
Our group has chosen to design a Games Gallery. James researched games from different decades to feature in the gallery and created a website to showcase this research. Danny focused on interior design elements like doors, windows, lighting, and themes. He created design concepts and surveyed others for feedback. Michael and another member worked on the exterior building design, combining their concepts into a final design with a futuristic, postmodern style inspired by their research. They presented the full project, incorporating everyone's individual contributions to the interior, exterior, and content of the Games Gallery.
This portfolio contains three design projects Travis Peter Bennett completed in college courses: jewelry, a stadium design, and a coffee table. It includes research, development drawings, and final designs for each project. The portfolio also showcases Bennett's personal interests in carpentry, including photos of a weight rack and outdoor bar he built, with details on the design process and challenges faced in each project. Overall, the portfolio demonstrates Bennett's product design skills and process from initial research through final designs and builds.
This document summarizes the development of a furniture design project. The designer created a chair and table that went together. Through multiple iterations and testing different designs, the designer settled on a design for a multi-purpose table that could be extended, as well as a chair designed for aesthetics, function, safety, and simplicity. The final chair design was inspired by traditional Ethiopian designs and incorporated a finger joint construction and press-fit assembly method.
This document summarizes the development of a furniture design project. The designer created a chair and table that went together. Through multiple iterations and testing different designs, the designer settled on a design for a multi-purpose table that could be extended, as well as a chair designed for aesthetics, function, safety, and simplicity. The final chair design was inspired by traditional Ethiopian designs and incorporated a finger joint construction and press-fit assembly method.
This document summarizes the development of a furniture design project. The designer created a chair and table that went together. Through multiple iterations and testing different designs, the designer settled on a design for a multi-purpose table that could be extended, as well as a chair designed for aesthetics, function, safety, and simplicity. The final chair design was inspired by traditional Ethiopian designs and incorporated a finger joint construction and press-fit assembly method. Though a full-scale model could not be produced due to machine limitations, the small-scale prototype demonstrated good structure, balance and strength.
See->Sort->Sketch : Pen & Paper Tools to get from Research to Design : IA Sum...Kate Rutter
In the world of user experience, learning about your customers is key to making great stuff. But design research reports are dense and boring. Unlock the power of sketching and pen and paper tools to create research outputs that are vibrant, sticky and that reflect personality, human perspective and that move seamlessly into design.
IA Summit 2010 presentation
The document summarizes a student's process journal entries from their design technology class where they are creating a stool in the shape of a panda. In the entries, the student details marking and cutting wood to form the seat of the stool, which will be in the shape of a panda face. They describe using tools like rulers, try-squares, tenon saws, and coping saws. The student discusses challenges with marking measurements accurately and breaking a coping saw blade. They also reflect on learning skills like communication and being open-minded from the project.
The document summarizes a student's process journal entries from their design technology class where they are creating a stool in the shape of a panda. In the entries, the student details marking and cutting wood to form the seat of the stool, which will be in the shape of a panda face. They describe using tools like rulers, try-squares, tenon saws, and coping saws. The student discusses challenges with marking measurements accurately and breaking a coping saw blade. They also reflect on learning skills like communication and being open-minded from the project.
Pen & Paper Tools for getting from Research to DesignKate Rutter
This document summarizes Kate Rutter's presentation on using pen and paper tools for moving from research to design. The presentation introduced various pen and paper techniques including jotting, theme boards, concept sketching, and storyboarding. These techniques allow teams to synthesize research insights visually and identify patterns, themes, and implications for design faster than traditional note-taking methods. The goal is to design products and services that truly connect with people by reflecting their real experiences, emotions, and needs uncovered through research.
The document summarizes a student's design project to create a biomimicry night lamp. The student wrote a design brief specifying the lamp would be made of sustainable materials and be 500x300x300 mm. The final product was 450x250x250 mm and made of plywood and string, meeting the brief. The student evaluated their design process and identified areas for improvement, such as conducting more thorough research and creating more realistic designs. They determined the final product met their objectives and design specifications.
The student completed a project focusing on representing their chosen location of an alleyway behind their college. They began with detailed line drawings and studies using different media to practice perspective. They created 3D models using Google SketchUp and a physical model to capture details. For their final piece, the student combined 2D and 3D elements by painting the space and having physical building and fence elements extending from the painting. The student evaluated that their time management weakened towards the end but their technical skills in perspective and modeling improved. Overall they felt the project captured their location well and developed their creative process.
This document discusses Cassie Coyne's final major project for a graphic novel called "The Hollow Queen". It lists the ILP review of her work and targets completed for the project.
This document outlines the schedule and tasks for a student's final major project creating a graphic novel at Salford City College Eccles Sixth Form Centre. The schedule spans from February 4th to May 20th and includes tasks such as pitching initial ideas, conducting research, sketching characters, deciding on a storyline, checking for copyright issues, assessing timelines, and completing rough sketches and final details. Key dates include the pitch deadline of March 4th and the project deadline of May 20th.
Production log for fmp and final evaluationcassie_coyne
The document provides details of the planning and research for a graphic novel project focusing on jazz singer Ella Fitzgerald. Key points:
- The project will be a graphic novel telling the story of Ella Fitzgerald's rise to fame, focusing on her early life struggles.
- Research included questionnaires with comic fans, online research on popular genres and forums, and visual research at art galleries and music stores to inform the setting.
- The storyline explores a fictional temptation Ella faces when vulnerable, offering fame in exchange for her soul. Her late mother Tempie looks on to protect her.
- Main characters include Ella, her family members, jazz musicians who knew her like Chick Webb and Billie Holiday. Copyright issues
The document is a production log for a graphic novel project focused on jazz singer Ella Fitzgerald. Key details include:
- The project settled on telling Ella Fitzgerald's story from her early struggles to rising fame. Research included surveys of comic fans and visual research of the 1900s era.
- A storyline was developed following Ella from her mother's death through accepting a deal from a trickster that leads to fame but also danger. Main characters were identified.
- Pre-production addressed materials and copyright. Visual research provided character inspiration. Test sketches and cover ideas were created.
- Production involved sketching pages in a sketchbook at A4 size then scanning and editing pages digitally. The timeline was shortened due
Ella Fitzgerald graphic novel project summary:
1. The student has chosen to create a graphic novel focused on the life of jazz singer Ella Fitzgerald set in the early 1900s. They will follow her rise to fame from a difficult childhood.
2. Research included questionnaires about comic preferences, visits to stores and galleries to study the time period, and online research on graphic novel genres and Ella Fitzgerald's biography.
3. The story involves a deal Ella makes with a trickster character for fame, though his intentions are less than honorable, and a demon who comes to collect payment. The student focused on accurately portraying the time period and characters.
4. Pre-production included character designs, location research
Ella Fitzgerald's life and rise to fame will be the focus of a graphic novel. Research included surveys of comic fans, visits to art galleries and music stores. The story will follow Ella's difficult childhood and vulnerable period where she is approached by a trickster offering fame in exchange for her soul. Tempie, Ella's mother, tries to protect her. Main characters include Ella, Tempie, and jazz musicians from the era. Visual research was conducted to inspire character designs and settings from the early 1900s. Production will utilize A4 paper cut to fit the sketchbook binding.
FMP Production Log
The document outlines various ideas that were considered for a final major project, including creating a graphic novel, comic strips, or 3D models. It was decided to create a graphic novel about jazz singer Ella Fitzgerald set in the early 1900s, focusing on her rise to fame. Research was conducted through questionnaires, online forums, visiting art galleries and music stores. The storyline and characters were developed, with the title "Hollow Queen". Pre-production work included considering materials and copyright issues. Visual research was done for characters and graphic novel styles.
This assignment brief outlines tasks for a student to complete units in Creative Media Production Management, Research Techniques, and Pre-Production Techniques. The student will develop, research, and pitch an idea for a graphic novel about Ella Fitzgerald. They will conduct research on audiences and trends, generate story ideas, and create pre-production documents and plans. The assignment includes tasks for primary research, idea development, production management, and presenting the final product for feedback. The deadline is May 24th, 2013.
1) The document provides an updated story outline for "The Hollow Queen" which follows Ella Fitzgerald's rise to fame in the 1930s and 1940s as a jazz singer, and her dealings with a mysterious trickster figure.
2) As Ella gains success performing with bands like Chick Webb's, the trickster returns demanding payment, appearing increasingly degraded over time.
3) In a climactic confrontation, the trickster tries to convince Ella to give up her soul in exchange for a dream life with her family, but she refuses, realizing her talent and success are her own. At the final moment, Ella's mother Tempie's spirit protects her daughter by claiming the trickster's soul instead.
This document provides an overview and production log for a graphic novel project focusing on jazz singer Ella Fitzgerald. Key details include:
- The project will tell Ella Fitzgerald's story and rise to fame, incorporating fictional elements like a trickster character.
- Research was conducted through online forums, polls, and visits to art galleries and music stores to study the early 1900s era.
- Character designs and visual research references were created for main characters like Ella Fitzgerald and supporting characters.
- A basic storyline was outlined in bullet points covering Ella's early life challenges and potential dealings with the trickster character.
- Pre-production planning addressed materials needed and copyright considerations for using real people in the story.
Ella Fitzgerald's life and rise to fame will be the focus of a graphic novel. Research included surveys of comic fans and visual research of the 1900s era. The storyline will follow Ella's difficult childhood and vulnerable period where she encounters a trickster who promises fame in exchange for her soul. Tempie, Ella's mother, protects her from the trickster and demon. Main characters include Ella, Tempie, and other jazz musicians. Visual research was conducted on the characters. Production will utilize A4 paper and digital coloring.
The document outlines the production log for a graphic novel project focusing on jazz singer Ella Fitzgerald, including brainstorming different ideas, conducting research through questionnaires and online forums, developing characters and storylines, and carrying out visual research on styles and time periods. Key aspects of pre-production included deciding on the graphic novel format and style, addressing potential copyright issues, and beginning artwork with character sketches and page layout designs.
This document provides details on the development of a graphic novel project focusing on jazz singer Ella Fitzgerald. It outlines the initial brainstorming process, research conducted, including visiting stores and online forums to understand audience preferences. It discusses settling on the idea of creating a graphic novel about Ella Fitzgerald's rise to fame. The document then provides an outline of the basic storyline, which follows key events in Ella's early life and introduces a fictional element involving a trickster character who offers her fame in exchange for a deal.
This document provides details on the development of a graphic novel project focusing on jazz singer Ella Fitzgerald. It outlines the initial brainstorming process, research conducted, including visiting stores and online forums to understand audience preferences. It discusses settling on the idea of creating a graphic novel about Ella Fitzgerald's rise to fame. The document then provides an outline of the basic storyline, which follows key events in Ella's early life and introduces a fictional element involving a trickster character who offers her fame in exchange for a deal.
The document outlines a pre-production plan for a graphic novel called "Cassie Coyne: The Hollow Queen". The main character will be a young Ella Fitzgerald before her rise to fame, struggling in the early 1900s music industry. Research will include jazz, blues, and Ella Fitzgerald's life. The novel will be hand drawn and scanned, possibly with added color. Risks like copyright will be considered. The creator expects to earn around £20,000 annually working 4 days a week on the project. A production log and schedule are included to plan and track progress.
The document outlines a pre-production plan for a graphic novel called "Cassie Coyne: The Hollow Queen". The main character will be a young Ella Fitzgerald before her rise to fame, struggling in the early 1900s music industry. The author will hand draw the graphic novel then scan the pages to upload online. Research on jazz, blues, and Ella Fitzgerald will be conducted. A schedule is included laying out the production timeline from initial meetings through evaluation.
This production log documents the planning and development process for a graphic novel project focusing on jazz singer Ella Fitzgerald. Key details include:
- The project will be a graphic novel telling the story of Ella Fitzgerald's rise to fame.
- Research was conducted through questionnaires at comic stores and online research on graphic novel genres and sales data.
- Visual research included photographing items from the 1900s at local museums.
- A basic storyline was outlined focusing on Ella's early struggles and potential supernatural elements.
- Main characters were identified and character sketches were developed.
- Considerations around copyright and permissions for using real people were discussed.
- Inspiration was gathered for depicting the "Trickster" character.
This document provides an overview of the process and planning for a graphic novel project focused on jazz singer Ella Fitzgerald. Key details include:
- The project will be a graphic novel telling the story of Ella Fitzgerald's rise to fame and include other jazz singers as characters.
- Research was conducted through questionnaires at comic stores and online forums to understand audience preferences and the jazz history period.
- Visual research involved photographing artifacts from the 1900s at local museums and music stores to depict the era accurately.
- The storyline and characters are being developed, with the working title "Hollow Queen" exploring a fictional temptation element in Ella's journey to fame.
This production log details the planning and research for a graphic novel project focused on jazz singer Ella Fitzgerald. Research included distributing questionnaires at comic shops, online research on popular graphic novel genres and forums, and visual research visiting museums and a music store. The project will be a black hardcover graphic novel created using sketches, Photoshop for coloring, and rulers for layout. The story will follow Ella Fitzgerald's rise to fame.
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Introduction
Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
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Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
DiCaprio's career skyrocketed with his performance in "What's Eating Gilbert Grape" (1993). earning him his first Academy Award nomination. He continued to gain acclaim with roles in "Romeo + Juliet" (1996) and "Titanic" (1997). the latter of which cemented his status as a global superstar. Over the years, DiCaprio has showcased his versatility in films like "The Aviator" (2004). "Start" (2010), and "The Revenant" (2015), for which he finally won an Academy Award for Best Actor.
Environmental Activism
Beyond his film career, DiCaprio is also renowned for his environmental activism. He established the Leonardo DiCaprio Foundation in 1998, focusing on global conservation efforts. His commitment to ecological issues often intersects with his public appearances. including those related to the Super Bowl.
The Super Bowl: An American Institution
History and Significance
The Super Bowl is the National Football League (NFL) championship game. is one of the most-watched sporting events in the world. First played in 1967, the Super Bowl has evolved into a cultural phenomenon. featuring high-profile halftime shows, memorable advertisements, and significant media coverage. The event attracts a diverse audience, from avid sports fans to casual viewers. making it a prime platform for celebrities to appear.
Entertainment and Advertisements
The Super Bowl is not only about football but also about entertainment. The halftime show features performances by some of the biggest names in the music industry. while the commercials are often as anticipated as the game itself. Companies invest millions in Super Bowl ads. creating iconic and sometimes controversial commercials that capture public attention.
Leonardo DiCaprio's Super Bowl Appearances
A Celebrity Among the Fans
Leonardo DiCaprio's presence at the Super Bowl has noted several times. As a high-profile celebrity. DiCaprio attracts
The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
Leonardo DiCaprio, a name synonymous with Hollywood stardom and acting excellence. has captivated audiences for decades with his talent and charisma. But, the Leonardo DiCaprio haircut is one aspect of his public persona that has garnered attention. From his early days as a teenage heartthrob to his current status as a seasoned actor and environmental activist. DiCaprio's hairstyles have evolved. reflecting both his personal growth and the changing trends in fashion. This article delves into the many phases of the Leonardo DiCaprio haircut. exploring its significance and impact on pop culture.
Odia New Web Series at your fingerprint.mikedanoffice
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The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
The Gallery of Shadows, In the heart of a bustling city
Ha4 sims concept_productionlog
1. HA4 – The SIMS College Concept Art – Production Log Cassie Coyne
(NewTek Lightbot Production)
The object was created using a range of construction techniques
from the Create, Modify, Multiply, Construct and Detail tools,
directed by aiding video tutorials, I used for assistance.
2. HA4 – The SIMS College Concept Art – Production Log
29.02.12 – Foyer Basic Structure Measurements
50 tiles to carpeted area
459cm
726cm
434cm
1365 cm
5. 11.03.12 – College Hallway Door Measurements
88cm
13cm
16cm
58cm 210cm
225cm 42cm
wide
76cm
298cm
tall
6. 12.03.12 – Scaling the Foyer and Student Area
College Layout
Student Area and Foyer Shape
Scaling the walls for the Foyer
7. 02.05.12 – Student Area Items Production
Laptop Creation Out of all the
components
Final Design making up items
the keyboard
design required
the most
attention and
detail, mainly
because of the
number of keys
Originally the depth of the screen
was larger, but it made the laptop
appear too stocky, I re-measured and
found I’d made a small error and read
the sketches wrong, I soon rectified this.
8. Split Table and Desk Creation Once it was created
The table design was I simply used Surface
Simple and geometric, Editor to add colour
therefore its’ creation and detail
did not take up much
time compared to
other items. The table half is a quadrilateral that takes form of a
Trapezoid, when fitted together with another half
becomes the whole table, a hexagon. I merely had to
create one half and copy and paste it, then rotate the
copy and move it into place.
The long desk was very easy to
design. It’s rectangular shape and
straight edges were simple and
used basic knowledge on modeller
of simple shapes. The supports underneath
were difficult at times, but I chose to
simplify them as the chairs would be seated underneath the desk anyway.
instead of ground reaching supports I created smaller but visually similar
triangular ones instead. I added colour using Surface Editor.
9. Tall Desk Chairs and Split Table Chairs Creation
The tall chairs posed a small challenge,
there were more bars for support and
the curved backing of the chair itself.
Initially the legs were shorter, I checked
all of my measurements but they were
correct. As they didn't reach close
enough to the underside of the desk, it
looked wrong.
In the end decided to increase the length.
Once I had completed the
tall chairs, I simply copied
the backing, resized it and
changed the colour for the
small chairs. I created the
legs using the box tool and
weld, to fix the under bar
and the legs together.
10. 08.05.12
Door Creation
The door creation was simple. They are built from square, and rectangular
shapes, the geometric structure is basic therefore the modelling knowledge
required to complete them was small.
I started by identifying the split sections which make up the door; the door
frame, window, panels, handle and in one case the lock. Since all the doors were
similar I only had to create one and copy and paste the basic shape, then change
key features to match the style of the other doors.
11. Signs Creation Following the simplistic door designs, the signs
were even easier to create.
The basic shape is rectangular, I simple used
the box tool to make that, then the extrude
tool to give it depth. Once this was done I used
the draw text tool, then resized it and
positioned it, creating a thin border around it.
The display case posed more of a
challenge, taking into account the
Display Case Creation frame, the transparent plastic case, the
title frame and the posters inside it. During
its’ creation, I decided not to go into
intricate detail regarding the posters inside.
Instead I used different matte colours to
show the posters diversity.
However the once the basic shell was
created, it was a matter of surface editing.
The glass case was originally solid, I edited
it and changed the transparency to 80% to
resemble the transparent plastic cover.
12. Heater Creation Bin Creation
As with the other rectangular shaped
objects, the heating system was very
simple to create. The bin creation was a different
experience to the other items. There
I simply used the box tool, then are different shaped bins around the
extruded it to give depth, and drilled college, and after failing to recreate the
the thin rectangular gaps into the one perfectly I simplified it. I drew out
structure to make the grill. At first this mapped points and joined them
was a issue, as I hadn’t quite grasped together to create the shape. Then
understanding of this tool yet. With drilled a holed through to make the gap
some practice I managed to complete in the bin where the rubbish is placed.
it.
13. 17.05.12 –Foyer Items Production
The basic Shell of the room
The foyer was a small
challenge, the roof is angled to
a high point over the other
walls and there is an inset
door. I used the drill tool to cut
the shape of the door into the
wall and push it back. Then
measured the height of the
roof and pulled the point up to
meet it.
14. Doors Creation 24.05.12
Since the doors are all similar and their shape is
basically rectangular, I used a door from the Student
Area as the Basic shell. Then changed small details
to make the doors refined and look dissimilar as
they do in the Foyer.
With the double doors I simply copied and pasted a
single door and moved them together. To make the
open doors which would lead to the canteen
hallway, I simply selected a single door and used the
rotate action to turn it outwards, then copied and
pasted and moved into position.
The entrance doors posed more of a challenge.
They are made of 4 separate parts, 2 automatic
door which slide inward when people walk up to
them, and the 2 sections outside the doors with a
window. I used the box tool, then extruded and
pulled up to make it taller and thinner, cut two
squares into the frame to make windows and
created a white square frame for the adjacent
sections to the side of the doors.
15. Plants Creation
The plants were difficult to create taking into account
the diverse shapes of the leaves, the mounds of dirt
they were planed in and the vases all this was inside.
However once the bulk of the item was made, it was
simply a matter of creating it section by section. First
I created the vases, using the box tool, the extrude
and bevel tool. I selected the points and pulled them
in to an edge near the rim. For the dirt I used the box
tool to create a square and coloured in red/brown.
With the leaves I took a different approach, I used the
points tool to draw the basic outline of the leaves and
bevelled and extruded out, then pulled the point in
so the edges would be thin.
For the smaller potted plants I simply used the
stretch tool to make the large plant smaller and wider
and then copied and pasted them and moved them
into their positions.
16. Posters and Display Cases
The posters were simple to create. I used
the box tool to create a flat square shape
and gave them different colours to show
the diversity between them. I would have
gone into more detail with some text, but
taking time into account it wasn’t a priority.
The display case was easier because I had
already made 2 different kinds for the
Student Area. I copied and pasted one over
to the Foyer and resized it, then changed
the colours and extruded the frame out
more, made the glass cover thicker and
added a seal in the middle.
I didn’t place any posters inside because
the glass was obviously there.
17. Shutters, Mats and Office Window
The shutters were not complex but took time to
complete. First I created the frame on the top
where the shutter rolls down from. Then I made
a rectangular shape and slightly extruded it to
make on sliver of the shutter. I copied and
pasted that to make another and changed the
colour slightly darker on one of them to show
the diversity more. Then I pasted more of them
and placed them in order going down until there
were enough to reach the floor. I drilled a
square shaped hole into the wall where the shop
was and fitted the shutter inside it.
The mats are simply rectangular flat shapes with
different colours.
For the office window I created the wooden
frame and shelf extruding from under it. Then
drilled a hole into the wall behind it, and
inserted a piece transparent square for the glass.
I made a small book for the shelf to give it some
detail and add to the realistic quality.
18. Eccles Sixth Form Mirror Sign
The mirror sign posed to much of a challenge for the
amount of time left. Instead I found a create text
button, then typed in Eccles to create the top line of
text, and so on. Once the text was up I clicked the
Foyer room as a background layer and re sized the text
to fit into position. Once that was complete, I
highlighted all the text and extruded it outward to give
it depth like the actual mirror has.
Once it was structurally correct and resembled the
mirror in form, I moved onto the details. It looked to
plain and flat for a mirror. I changed this by going to
the surface editor and changing the reflection to
90%, then changed the colour from white to a dark
grey to give it a realistic quality, so it would reflect
items in the room.
19. Refrigerators and Counter Top Creation
The refrigerators were similar to shelves, I used
the box tool to create the square shape, then
extruded it out giving it depth so the shelves
could be put in. The used the drill tool in
construct and cut a square shape into both sides
of it. I deleted the first side and left the back. I
pulled the bottom up to form the first shelf and
used the box tool to make the next. Once the
main shelves were complete, I cut a second
smaller hole to the right side of the other
one, and placed two smaller shelves in there.
Once the shelves were complete, I created
numerous different items for the stock produce
and used different colours and changed the
shapes slightly to show their diversity.
The counter was an extruded box with a thin
slab for the top. I copied a food item over and
placed it on top with the cash till for more
realism.