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Year Two module in University of Ulster. I use 3D Studio Max to create  3D models of characters. This section contains all the renders, images of 3D models and other related images.

3D Design

The Doer-Bringer-Getter

The Prosthetic Eye

Design Brief 1: Emotive Character Interpretation
Artist Dave DeVries has explored the ideas of children and through his visualisation skills has help depict their ideas through his own translation, providing more clarity around their concepts. His work has been exhibited under the title the Monster Engine and is available online. Young children gain an insight of emotional understanding by the age of 5 or 6 and can interpret these in other children’s drawing (Misalidi & Bonoti 2008). However may not execute the artworks well enough that others can clearly see the intended expression. In addition some get confused about closely related expressions e.g. anxiety and depression (Bond 2009). In DeVries work, he interprets the expression and through the development of the character and the associated environment, echoes through the use of colour, he further defines these expressions. For this brief you are asked to conduct two stages of character development.


1. Visualisation of a child’s artwork
You must simply bring a sense of 3D form to the line work provided through a limited amount of design intervention and applied digital artwork in Alias Sketch Book pro or Photoshop. You may not change the shape of the line works but can interpret marks, add texture and complete missing line work as required.


2. 3D character development
You must explore your interpretation of the original artwork and associated descriptors. Develop the design in various ways moving away from the original artwork but captivating its most important or dominant concepts. Consider the emotional relationship you wish to capture (this should be evident in the sketchbook through images of other contextual influences).


Deliverables​


Discover​​

1. A4 hardback contextual sketchbook, which includes images of influences an

sketches of new character ideas.
2. A contextual blog documenting research relating to emotional connections
with characters and visual influences (record all references, visual and written
using Harvard)

​
Define
1. Continued development if character form using A4 contextual sketchbook,
resolving form, features and posture.
2. A4 Geometric topology planning sketchbook. The models geometry should be
considered and includes screen shots of various attempts at modelling with
reflective comments and overlaid sketches correcting attempted geometry.

​
Develop​
1. Concept renderings (Photoshop or Alias Sketchbook Pro) identifying product
features
2. Variations in solving the 3D form using polygonal model- A3 test renders
ï‚· Sketch models using Super Sculpey polymer clay may be explored.

​
Deliver
1. 3D computer model (textured) of final design
2. A3 Rendering at 300dpi of final design printed and mounted on foamex.

​
References
 Bond, L., 2009, Investigating the Spectrum of Emotions in Young Children
using Visual and Narrative Methodologies to gain an Insight into their
Emotional Perceptions, Unpublished, MDes Design and Communication
Thesis. (2009 Kaufman Fellowship)
Misailidi, P., and Bonoti, F.,2008, emotion in children's art: do young children
understand the emotions expressed in other children's drawings? Journal of
Early Childhood Research Vol 6: pp189-200

Design Brief 2: Living-state products


Our world is filled with inanimate objects that have an increased role in our lives especially now that they have become smarter. However, although technologically smart, they remain lifeless and inanimate in their physical interaction and presence. Identify a product, a product use or identify an unmet need and through investigation of human anatomy propose conceptual ideas which harness this anatomical life within the function of the product. Two approaches can be taken, but in each the aesthetic form of your design must showcase the characterisation of anatomy or physiology.


1. A specific function of the product has a living attribute of anatomy when in use:
Some products you might consider designing include prosthetics or a syringe for example. Alternatively they may be products which have an anatomical context but non-clinical use for example, in sports a heart rate monitor or protective equipment).


2. The product grows or evolves in line with the user’s needs:
Could the product follow or monitor a child while they learn to walk. Maybe it is a ‘guardian angel’ product observing the needs of an aging person, or perhaps an evolving product which caters for degeneration or rehabilitation of an individual with a disease or injury.


Deliverables​

​
Discover
 Visual influences (A3 moods and theme boards)
 A3 Contextual sketchbooks (marker pad) exploring form attributes
 A contextual blog documenting research into a specific user-need which you identity exploring the functions and the emotional conditions of that need (record all references, visual and written using Harvard)

​
Define
1. An affinity diagram describing the events which the product will solve (this should include photographs of product environments or usage)
2. Design concept sketchbooks proposing New Product Development (NPD)

​
Develop
1. Concept renderings (Photoshop or Alias Sketchbook Pro) identifying product features
2. A concept map which defines the new products usage

​
Deliver
1. 3D computer model (textured) of final design
2. A3 Rendering at 300dpi of final design (in situ) printed and mounted on foamex, demonstrating the benefits or future vision of your design

posted by Niall​

posted by Niall​

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