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Thread: Beginners: Industrial Design

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    Beginners: Industrial Design

    Hi,

    So this is just a thread for some projects that were setting up for me and yochananan, but feel free to join in if you want.

    If u r unsure about anything go to the following threads for expert and easily accessible assistance about Shadows, Light and Perspective.

    http://conceptart.org/forums/forumdisplay.php?f=146
    http://conceptart.org/forums/showthread.php?t=108180

    Anyways,

    so the idea is that every week a design challenge is set, kinda like IOW (industrial design of the week) however not as complex. There will be criteria to follow and you will be expected to draw a front, side and perspective drawing. Shadows and back are optional.

    Ill post an example in this thread to show you what i mean.


    So the challenge for the first week is

    Objective:
    Design a door handle.

    Criteria:

    A) Needs to be accessible through kinetic energy, (in other words, must be operated by humans using their arms etc. This doesnt mean it cant have digital functions also but just that it mainly must be a mechanical object).

    B) Must show the way it opens the door. (maybe its a push handle like a fire exit, or maybe its a more traditional door handle, maybe its a spaceship handle, maybe its a button.)

    Backgrounds etc and exploded views are optional.

    Thats it.

    Deadline is 12th MAY 2012, thats next saturday.

    ( I would recommend spending about 10 hours on this, spread it out it will be fine.)
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    ok

    heres an example if you are stuck on it.

    Below is my attempt to understand the mechanism, i have found this incredibly difficult. but i think i get it now, the handle turns the axis, which moves a latch, allowing the door lock thing to move when pressure (from human) is pressed forward or back etc.
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    Last edited by Care; May 6th, 2012 at 06:23 AM. Reason: adding pic

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    Okay you guys can do what you want but here's the deal

    I respect what your trying to do but frankly there is a reason to using a ruler when drawing in perspective but I'm not going to go there. Secondly even when looking at yoitisi's example his box clearly converges away from the viewer, his construction lines are all there, for everything including ellipses...

    I dunno who drew that boat, but the line weights are all the same. It looks wonky due to bad perspective. 1-2-3 reads are off but I don't care about that really.

    That cast shadow is off in the back. Your better off just drawing a horizon line with VP's and doing it that way.

    that door handle, okay I have no idea if that ellipse has a push mechanism, or what but frankly there is no arrows telling me what this made out of. 2nd of all when attempting this you would use a cut away to describe the turning mechanism, well that is being too critical but anyway same thing that box is not in perspective, line weights off, 1-2-3's off, ellipses way off. I'm done I got my own stuff I gotta deal with.
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    thanks! alll very good points, I completely didnt realise that they werent in 1 or 2 point perspective.... pfft my bad.

    I will take this on board when doing the final design.

    although i like the boat .

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    preview of upcoming door handle. Tried doing a variety of designs but perspective is hard enough! so i stuck with a very simple minimalistic look.

    im not sure if the mechanism is right if anyone can explain it to me i would be EXTREMELY GRATEFUL.

    thanks
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    yea its late im sorry i will clean my room in punishment.

    Here it is, the minimalistic door handle.

    does what it says on said tin.
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    CUP DESIGN

    This week's task.

    If you choose to accept it;

    Objective: Design a Cup

    Design Criteria:

    A) Must have green design credentials.
    B) must hold at least 300ml of fluid
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    Please forgive my ignorance, and i respect precision drawings immensely. I've done stuff like this in the past for patent drawings. If you're serious about making things like door handle mechanisms and doing it frequently, wouldn't it be more productive to work in a CAD or 3D based program?

    Again, not trying to be inflammatory, just being curious.
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    dont worry about it! yea of course it would im sure i will eventually, at the moment though im just trying to practice really applying skills like perspective, accurate line drawing, cubes ellipses that kind of thing . CAD would be a lot easier, but it wouldnt help my art shit

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    Yesterday I was reading up on Loomis. I thought I had perspective down a bit but I didn't know about things like how to make diagonals and a few other things. Doing these exercises is definitely great practice no matter what.
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    Frankly if your 2d skills aren't up to par CAD and stuff like Rhino 3d are just going to hamper you, heck they are great stuff for visualization. Reality is you still need to have that basic stuff under your belt.
    Don't wake me for the end of the world unless it has very good special effects

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    Well, yeah, being able to render stuff in 2D will always make you a better 3D artist. I've used both those programs and if you can think and visualize in 3D, I think you'll have an advantage over other artists who cant. I would think though, in the long run, if you're doing it a lot, switching to the 3D program would be more productive. Regardless, its still excellent work and great progress for the artist.
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    Yeah definitely agreeing with Care and kysg on this one. Even if your end-goal is strictly industrial design, having a 2D background is a huge advantage. It's much easier to go from 2D to 3D than from 3D to 2D. Sketching with pen and paper is exactly what teaches you to think and visualize in 3D, while using a 3D program does the "thinking" for you (not that it doesn't take tremendous skill to do things well, just that it allows a beginner to skip some steps that are vital both to 2D and 3D design).

    Also sorry for not updating with anything, I did try to get the door handle finished, but had some difficulty getting the orthographic views to work in perspective. I've been sticking to some more basic practice, but will try to get one done for this week (really cool idea)!

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    yea the views are a night mare trying to convert them etc.

    anyways heres this weeks design.

    Cubism cup, made out of cardboard, interesting design, not sure if its too readable would have a nice wow factor plus disposable and biodegradable.
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    Ok this weeks task is;

    If you choose to accept it;

    Objective: Design a working window.

    Design Criteria:

    A) Must show how window opens.
    B) must have a frame


    and it starts again......

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    and I wish it ended...



    examples
    copyright is of the respected artist/designer to did the work.



    Don't wake me for the end of the world unless it has very good special effects

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    I was just reading up on Loomis's Laws of light and there's some real eye openers in there that would definitely help an industrial design study. There are no natural light-based gradations in planar surfaces. As much as you feel it would make it look better, you should leave it one tone. The exception being built in texture or partial shadow.
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    kysg is offline loner without a studio Level 2 Gladiator: Ordinarii
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    Quote Originally Posted by shiroboi View Post
    I was just reading up on Loomis's Laws of light and there's some real eye openers in there that would definitely help an industrial design study. There are no natural light-based gradations in planar surfaces. As much as you feel it would make it look better, you should leave it one tone. The exception being built in texture or partial shadow.
    Don't matter, there is loomis and there is just reality. In the world of ID there is 1-2-3 read, if it ain't there its not rendered properly. Case closed. Illustration's focus is the artwork itself, ID is about the end product. I'm not going to get into a huge debate on whether to add a gradation or not that's just how it is.

    Even if you don't add gradation to it, there needs to be indication of where light hits, in this case the only indicator is the cast shadow which looks poorly plotted and the small bit of darkness near the bottom.

    Which if I'm right shadows are incorrectly plotted.
    Last edited by kysg; May 21st, 2012 at 11:15 PM.
    Don't wake me for the end of the world unless it has very good special effects

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    ok thanks everyone for the feedback

    KVSG: SO ur saying leave out the details. yea i think your right the shadow may be off a little, i was in a rush to get this up. Had to rework it three times so had spent way too much time on it already.

    Im not sure about your line weights things could u explain a bit more?

    Also why add random lines to the surfaces?

    So no reflected light in the shadows keep it all very clear and to the point! ok

    Where youve written cov what do you mean?

    Same with the scale what do you mean by that?

    Thanks for the input though given me some stuff to think about.

    Shiroboi: Where can i get this book? sounds awesome. yea i think thats what i was going for with the highlights etc cardboard texture but yea i think leaving it one tone might work better.

    Oh btw that gun is AWESOME. and bamboo is a strong building material.

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    Quote Originally Posted by Care View Post
    ok thanks everyone for the feedback

    KVSG: SO ur saying leave out the details. yea i think your right the shadow may be off a little, i was in a rush to get this up. Had to rework it three times so had spent way too much time on it already.

    Im not sure about your line weights things could u explain a bit more?

    Also why add random lines to the surfaces?

    So no reflected light in the shadows keep it all very clear and to the point! ok

    Where youve written cov what do you mean?

    Same with the scale what do you mean by that?

    Thanks for the input though given me some stuff to think about.

    Shiroboi: Where can i get this book? sounds awesome. yea i think thats what i was going for with the highlights etc cardboard texture but yea i think leaving it one tone might work better.

    Oh btw that gun is AWESOME. and bamboo is a strong building material.
    Line weights are simplified. 1 - construction lines very light cannot see.
    2 - surface lines darker than construction lines but thin, these are lines you can see.
    3 - Cut lines - these lines to denote a cut or a way you can place your hand around an object. For example if you can place your hand behind that cup it needs to be a 3. The place where your finger goes in the handle. It's tricky to explain the 3 so I have to do a demo.

    Cov = cone of vision...you need to scale the object down or move your vp.

    the surface lines are aesthetic, hell they allow you to design further; you already have a general purpose form but then there is a design. This is mostly subjective info.

    Scale = its too big, looking at your reference material, it needs to be scaled down. or it could be your perspective but either way just needs to be scaled down.

    You can have reflected light but your understanding of rendering needs to be spot on. The reflected light I do see seems to be conveyed incorrectly. But because your doing just basic and simple stuff avoid it for now, and just make it clear.

    and yes your going to have to do it over and over again, I actually prefer traditional for this kinda stuff, copy paper and tracing paper, and then scanning it in, and working over it.

    your front and side views don't need the construction they just need to be general purpose with arrows denoting any aspects of the design.

    I didn't put those pics up there for show.

    look at top and side views of the gun for what the designer did.
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    ok thanks now im learning something!

    what is this COV mean? are we talking about the horizon line?

    yea the rendering is definetly off... it was a rush job, next time i will work harder at it.

    and that gun is spectacular.

    Onto the next one

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    kysg is offline loner without a studio Level 2 Gladiator: Ordinarii
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    no I'm talking about your VP's just redraw the object with the VP's farther out and the object scaled down and so you can avoid skewage towards your vp's...
    Don't wake me for the end of the world unless it has very good special effects

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    ok i get you now!

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    kysg is offline loner without a studio Level 2 Gladiator: Ordinarii
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    Quote Originally Posted by Care View Post
    ok i get you now!
    Also I should start traditionally then render in photoshop.
    Don't wake me for the end of the world unless it has very good special effects

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    ok so here is the window, this was challenging and fun at times. Dont know if im going to colour this one, but we will see. Im pretty happy with the way this design turned out. any critiques welcome
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    ok so i will leave it at that for that one.

    Next week's assignment!

    If your man enough to show your true strength.

    Objective: Design a pair of trainers

    Design Criteria:

    A) must fall under the trainer category (that means no shoes, high heels, boots, flip flops etc.)

    B) other than that go wild!


    and it starts again......

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    no colour, probably will leave it as i dont want to get too indepth with this one. did not enjoy this. shoes are surprisingly hard to design.
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    Hey Care....I will join this thread as we discussed, but I am not going to get chance to finish this one by saturday...I will join up with you on a new brief. Nice work so far...looking forward to whats up coming!

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    remove gradient background and just use 50% or 30% gray or white...
    Don't wake me for the end of the world unless it has very good special effects

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    thanks, ok well im not going to be around next week if u want i can set an assignment or u can wait until the following week.

    Do u want to start off where we are at, i think u can do it the skull u did was really good, or i can try something more simple again.

    KYSG: Sure thanks for the comment. Is there a reason why just a out of curiosity?

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