Jay Merryweather 3D Graphic Design

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3D Graphic Design

Transcript of Jay Merryweather 3D Graphic Design

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3D Design

“Once you have created the virtual product, you want to make sure the real one will measure up. Be totally on top of the process or things fall apart quickly.”

— Vince Frost

The design of packaging, display and way-finding devices involves 3D considerations in addition to the two-dimensional graphic skills that students have developed in earlier courses. The projects in this course will pres-ent students with new opportunities and chal-lenges in creating innovative and functional designs that contain, present and communi-cate concepts and products effectively. Use of innovative materials and shape solutions will be encouraged. Study of the competitive landscape will be required.

Real-world packaging case studies will be pre-sented as guides, demonstrating the step-by-step concept and design process involved in their development. Examples will be present-ed frequently to illustrate important subject matter and provide guidance throughout project development.

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Fall 2011 Tuesday and Thursday 1:00p.m.-3:50p.m. ELC 112

Instructor: Professor Jay Merryweathere-mail: [email protected]: (435) 586-7837cell: (760) 900-9574office hours: TR 9:30-Noon

Course Outcomes

• Conceptualize visually in three dimensions and verbally contextualize concepts.

• Produce 2D graphics to demonstrate 3D problems

• Sketch ideas in rough form and develop final concepts into 3D mock ups.

• Apply the technical facilities in adobe InDesign, Photo-shop, and Illustrator to accommodate the production of each concept.

ART 42203D DESIGN

SYLLABUS

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Projects

DEADLINES ARE SERIOUS! - All work is to be com-pleted by the due date and presented and delivered as specified in the project outlines. You will lose 2 presen-tation points on your project assessment for each day the work is late. Assignments will be assessed based on the following criteria:

SketchbookTechnical ProficiencyPresentationFormal QualitiesCommunication of ConceptCreativity and Experimentation

Sketchbook

Each assignment will have preliminary work that will need to be completed in your sketchbook. You will be responsible for completing this work prior to the final delivery of the assignment. You must scan your sketch-book pages and deliver them to the appropriate place on the server when you deliver your final assignment. SAVE EVERYTHING YOU DO IN THIS CLASS! I will look at both your sketchbook and final delivered work dur-ing exam week.

Technical Proficiency

Use the appropriate programs in the appropriate ways to complete your assignments. This includes the ap-propriate organization and packaging of your files and source material.

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Presentation

Deliver, on time, a complete design solution for the instructor critique, the class critique, and the final delivered project. You will: photograph; design; pres-ent a complete solution of your final design; print and mount it (as specified in the mounting directions); de-liver it to the instructor at the beginning of class on the day it is due. Each final project will also be delivered to and presented from the Graphics Server using the appropriate file organization and naming conventions. Late delivery or incomplete solutions will result in lost points in this category. I will give a demonstration of the required organization and naming conventions at the beginning of the term which must be followed. Failure to adhere to these practices will result in a lowered presentation score.

NOTE: You cannot make-up points lost for late delivery or incomplete projects.

Formal Qualities

You will be graded on your ability to bring your project and concepts successfully to life through visual lan-guage. Every design is based on fundamental formal elements learned in your core classes; including: ap-propriate use of color; line; weight; composition; etc. These qualities include a high level of ability and crafts-manship. Craftsmanship is an important consideration in all projects. How well you execute and present your solution will be considered. This includes consideration for the final printed and presented project. Your proj-ects should be polished!

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Communication of Concept

The SUU Graphic Design program respects the founda-tions of formal, aesthetic and analytical knowledge, while exploring the ever-changing meaning of visual communication. It is your responsibility to be aware of these concepts and where and how your projects com-municate within the canon of Design.

Creativity and Experimentation

You are expected to explore and stretch the limits of the solutions to each problem. Mediocrity is not re-warded. Carefully work through your ideas and solicit the opinions of your instructor and peers. Remember, you are the one ultimately responsible for boring, overused or predictable solutions.

Attendance

BEING IN CLASS IS REQUIRED! Punctuality: 3 tardies = 1 absence. Absences: 2 missed classes = grade goes down one letter; each successive absence brings your grade down one additional letter grade. This is a class you cannot miss! Many of the processes are successive. If you miss one part it is very easy to get lost. You must have a written doctor’s note for un-excused absences.

Critiques and Participation

The purpose of a critique is to provide feedback to each student. Both positive and negative criticism are useful tools in helping us further understand critical concepts and the visual language. Critiques prove use-ful in helping see alternative ways to improve a design solution. You are expected to participate and offer CONSTRUCTIVE help in the critiques. Each critique is worth 3 points of your class participation grade. You will lose points for texting or working on your com-puter during critique.

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Understanding

Demonstrations and in class projects will be used in or-der to introduce concepts, tools and techniques. Your attentiveness and comprehension is very important. Mastering the programs and concepts involves practice and concentration. Comprehension will be measured through QUIZZES AND PROJECTS.

In-Class Projects

An in-class project should be completed during class time. These projects are generally delivered orally without an accompanying project sheet so attendance is vital.

Quizzes

A quiz is evidence of both comprehension and participation, thus quiz scores will be reflected in the participation score. Because the class is designed as a Studio course, the quizzes will be both oral and/or demonstrated. Quiz scores are applied to your partici-pation grade.

Final Grading

While your final grade and project deadlines work as a motivating force behind your studio practice, they can stifle creativity and innovation. For this reason the design portion of any Project can be re-designed and re-presented up until the last day of class for re-evaluation.

Your final grade will be based upon all of the follow-ing criteria and weighted equally into percentages:Participation and Quizzes: 15%In Class Projects: 15%Projects: 70%

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Supplies

Bring an external Flash or Hardrive every class! BACK UP EVERYTHING YOU DO! Losing work is not an ac-ceptable excuse.

Sketchbook (Provided, see Ro to pay for your sketchbook)

Regular access to Computer and Color Printing

Materials for building and mounting final work as needed:

X-acto, Spray Mount, Photo Paper(I will give a demonstration of the proper way to mount

and present work for each project.)

Materials you will be required to provide for yourself:Plaster, Paints, Glues, Foamcore.

Lab Rules

Clean up after yourself.

Workdays/times are reserved for projects assigned in this class only; email and internet browsing (facebook) are not wise uses of your class time. If I find you are distracted with online activities you will be marked absent for the day.

Food is not generally allowed in the lab during class; breaks will be given and students may eat elsewhere in the building or outside. You may have a water con-tainer with a closed lid. Do not put food/wrappers in garbage cans that only get emptied periodically.

Turn cell phones OFF/SILENT. Respect the time and space of your instructor and peers. You may make calls during class breaks. If you need to take a call, even during work time, please step outside of the main classroom.

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MP3 players and other audio/visual devices may only be used during independent work time. Please do not “plug in” during lectures, critiques, or any other time instructions are being given to the class.

TextsBrandsimple: how the best brands keep it simple and succeed, By Allen P. Adamson, Martin Sorrell

Integrity Policy

Scholastic dishonesty will not be tolerated and will be prosecuted to the fullest extent. You are expected to have read and understood both the current issue of the Student Handbook (published by Student Services) regarding student responsibilities and rights, and the Intellectual Property Policy, for information about procedures and about what constitutes acceptable on-campus behavior.

ADA Statement

Students with medical, psychological, learning or other disabilities desiring academic adjustments, accom-modations or auxiliary aids will need to contact the Southern Utah University Coordinator of Services for Students with Disabilities (SSD), in Room 206F of the Sharwan Smith Center or phone (435) 865-8022. SSD determines eligibility for and authorizes the provision of services.

Disclaimer

Information contained in this syllabus, other than grad-ing, late assignments, makeup work and attendance policies, may be subject to change as deemed appro-priate by the instructor.

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Class Blog

You will be required to deliver work to the class blog throughout the course of the semester. Here is the URL of the blog you will be required to sign up for and contribute to:

Address: http://suu3ddesign.blogspot.com/Username:Password:

BLOG Delivery: Use the mounting and delivery template and

specifications and export your image and description as a .jpg

and crop it to 1000px x 586px. Upload the .jpg image to the

blog as specified in the project outline.

Course Server

You will be required to deliver every project, in-class assignment, and some quizzes to the Art Server. Here is the access information:

Address: afp://artmacx/art4220Username: art4220Password: design

See file structures and naming conventions for proper delivery of files.

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CONNECTIVITY

CALENDAR

Week1 Day 1 Introduction to Project 1Day 2

Week 2 Day 1Day 2

Week 3 Day 1Day 2

Week 4 Day 1Day 2

Week 5 Day 1Day 2 Project 1 Due

Week 6 Day 1 Introduction to Project 2Day 2

Week 7 Day 1Day 2

Week 8 Day 1Day 2

Week 9 Day 1Day 2

Week 10 Day 1Day 2 Project 2 Due

Week 11 Day 1 Introduction to Project 3Day 2

Week 12 Day 1Day 2

Week 13 Day 1Day 2

Week 14 Day 1Day 2

Week 15 Day 1 Project 3 DueDay 2

Week1 mtwrf

Week 2 mtwrf

Week 3 mtwrf

Week 4 mtwrf

Week 5 mtwrf

Week 6 mtwrf

Week 7 mtwrf

Week 8 mtwrf

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Week1 mtwrf

Week 2 mtwrf

Week 3 mtwrf

Week 4 mtwrf

Week 5 mtwrf

Week 6 mtwrf

Week 7 mtwrf

Week 8 mtwrf

Week 9 mtwrf

Week 10 mtwrf

Week 11 mtwrf

Week 12 mtwrf

Week 13 mtwrf

Week 14 mtwrf

Week 15 mtwrf

Finals Week mtwrf

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MOUNTING & Delivery

During this course you will be responsible for the careful execution of printing

and mounting final comps of your process and work. The parameters here should

be followed exactly and without deviation unless otherwise noted in the project

description.

STEP 1

Using the provided template in the class resources folder print

an 8x10 photo of your project displaying it in various angles

establishing both content and context. Mount the photo to

the template and include a relevant project description and

the appropriate descriptions.

Note: Mount your photo before cropping.STEP 2

Double check your work here, the final crop size should be 12

3/4” wide by 7 1/2” tall.

Photo

12 3/4”

7 1/2”9 3/4”

BLOG Delivery: Export your image and description as a .jpg

and crop it to 1000px x 586px. Upload the .jpg image to

the blog as specified in the project outline.

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During this course you will be responsible for the careful organization and naming of your files. These conventions are not an option; your scores will be lowered if they are not followed exactly.

File StructureYou will actively update a folder of your work on the Graphics Server. To get to the server: Finder> Go> Connect to Server> then type:afp://artmacx/art4220> Username: art4220 and Password: design

Folder Naming ConventionsYour Folder: last_first

Project Folder: 3D_Design_Project1In-Class Project Folder: 3D_Design_ICP1In the Project folder and the In-Class Project folders you will have 5 folders to organize your work:

1. Project Folder: (two spaces)project deliver final legacy file, links folder, and final comps here

2. Resources Folder: (two spaces)resources compile and organize all your resources here

3. Comps Folder: pdf_jpg_comps put all comp iterations in this folder in .jpg or .pdf format

4. Photos Folder: photos put all finalized project photos here

5. Sketchbook folder: sketchbook scan and place all preliminary sketchbook work here

Project Naming ConventionsProject Name: project1_(unique name) or ICP1_(unique name)Project Name with iteration: project1-2_(unique name)

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FILES Project 1 Prototype

“There are some works of art that stupid people will never understand because they weren’t made for stupid people.”

—Robert Hughes ‘Vanity Faire’

Design Brief

Using the skills earned and developed in your core 2D and 3D classes you will demonstrate and document a methodology for creating a product prototype for a toy figurine. You will engineer the toy by drawing a 2D model of the product. You will carefully configure how the various parts of the product will fit together. You will then create a 3D maquette/sculpture of your product using your 2D model as a reference for a wireframe armature. You will make two casts of your product as prototypes. You will then complete the maquette by painting and incorporating the finished details.

Project Goal

The goal of this project is to create a polished, ac-curate, and interesting prototype of a toy figurine. The end product will need to meet a very high standard of creativity, innovation and craftsmanship. You will produce and output your product through traditional methodologies of maquette building and prototyping.

Note: Your preliminary sketches and drawings will be an integral part of your process. The methodologies for this type of work will be presented in class, so attendance is critical.

Time: 35 hrs

Cost: $30+

Start: Day 1 Week 1

End Date: Day 2 Week 4

Possible Points: 60

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STEP 1 Preliminary Work Deliver by:

Sketchbook: First create a rich and full mood board to support the look and feel of your product.

Using the process sketch method work through a mini-mum of 15 different ideas for the design of your product. Sketch a minimum of 5 exploratory thumbnail ideas for the design. Sketch a minimum of 3 explanatory sketches ideas to clearly articulate the function, shape and struc-ture of your design concept. Produce a persuasive sketch to articulate the final design of your project.

Using your sketchbook create a scale stereoscopic draw-ing/diagram of your product. Keep in mind how arms, legs, or the head may detach from your product for ease of sculpting and casting. Note these details in your sketches.

Scan your sketches, mood board, and stereoscopic blueprints. Post them to the class blog for critique and approval.

STEP 2 Sculpting Deliver by:

Build a wireframe armature and sculpt a maquette of your product using the tools and techniques introduced in class. Execute how arms, legs, or the head detach from your product for ease of sculpting and casting. Post at least 10 in-progress photos to the class blog as you sculpt your design.

STEP 3 Casting Deliver by:

Cast two of your products using the appropriate tech-niques demonstrated in class.

STEP 4 Polishing Deliver by:

Now that you have prototypes of your 3D product, polish off your prototype by sanding, painting and finishing one of the casts.

STEP 5 Delivery Deliver by:

Take final relevant product shots exploring various angles to stimulate interest in the final deliverables of the proj-ect. Use the mounting procedures to present your design to the class and deliver the final design to the instructor. It should be polished and cohesive. Finally, post your mounted design to the class blog. Post and backup all files to the class server.

o Mood Board:1

o Process Sketch: 15+o Exploratory Thumbnails: 5+o Explanatory Sketches: 3+o Persuasive Sketches: 1+

o 1 Stereoscopic Drawing of the Producto 5 Delivered to the blog (cropped image should be 1000x586px)

o 1 Sculpted Prototypeo 10 in Process Photos

o 2 Product Casts

o 1 Final Painted and Polished Product

o Deliver final product shots and product description to the course blog, course server and 1 mounted to the instructor.

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Project 2 A “Happy Meal”

“And when they played they really played. And when they worked they really worked.”

—Dr. Seuss

Design Brief

You have completed a product/toy as part of the first part of the course and will now continue to develop the product and it’s accompanying brand through the design and engineering of the products packaging and presentation. You will do this through the design of the happy meal.

Project Goal

The goal of this project is to create an innovative, accurate, and complete package and brand solution for the kids meal to accompany your toy figurine. The design and execution will need to meet a very high standard of creativity, innovation, and craftsmanship. You will produce and output your packaging through the use of the appropriate material and programs as determined through your sketchbook and preliminary studies and concept work.

Note: Your preliminary sketches and drawings will be an integral part of your process. It is critical that your materials and production meth-odologies be determined in your preliminary work.

Time: 25 hrs

Cost: $25+

Start: Day 1 Week 5

End Date: Day 2 Week 9

Possible Points: 60

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STEP 1 Deliver by:

Sketchbook: First create a rich and full mood board to support the look and feel of your product and brand.

Using the process sketch method work through a minimum of 15 different ideas for the design of your brand and product. Sketch a minimum of 5 exploratory thumbnail ideas for the design. Sketch a minimum of 3 explanatory sketches ideas to clearly articulate the function, shape and structure of your design concept. Produce a persuasive sketch to articulate the final design of your project.

Using your sketchbook create a scale stereoscopic draw-ing/diagram of your product.

STEP 2 Shape Deliver by:

Using photoshop and/or illistrator, built the framework of your packaging carefully determining how the shape would be die cut.

STEP 3 Design Deliver by:

Marry any illustration, imagery, or design elements to the framework of your packaging. Refine the images, typography, and brand of your product to a clean and polished graphic. This graphic should be carefully formed to the framework of your package.

STEP 4 Printing and Prepping Deliver by:

Now that you have the framework of your design and the graphics clearley articulated within the framework you will need to print and die cut the design and prep it for building.

STEP 5 Engineering and Presentation Deliver by:

Put it all together, the packaging, the toy figuring, and the meal.

Take relevant product shots exploring various angles to stimulate interest in the final deliverables of the project. Use the mounting procedures to present your design to the class and deliver the final design to the instructor. It should be polished and cohesive. Finally, post your mounted design to the class blog. Post and backup all files to the class server.

o Mood Board:1

o Process Sketch: 15+o Exploratory Thumbnails: 5+o Explanatory Sketches: 3+o Persuasive Sketches: 1+

o 1 Stereoscopic Drawing of the Producto 5 Delivered to the blog (cropped image should be 1000x586px)

o 1 Boxo 2-3 Meal itemso 1 Toy Wrapper

o 2 Product Casts

o 1 Final Painted and Polished Product

o Deliver final product shots and product description to the course blog, course server and 1 mounted to the instructor.

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Project 3 Kit of Parts

“Anyone can give up, it’s the easiest thing in the world to do. But to hold it together when everyone else would understand if you fell apart, that’s true strength.”

—Dr. Seuss

Design Brief

Our day to day interactions with design often go un-noticed; it is in the doors we walk through; the music in our ears; or the colors of our walls... This type of experiential design is key when there is a one-to-one relationship between the user and the design. You will use your own judgement and experience to design a tradeshow booth that will fit within a 20’ x 20’ footprint.

Project Goal

The goal of this project is to create an immersive, enjoyable, and complete experience for the patrons of your booth. The design and execution will need to meet a very high standard of creativity, innovation, and craftsmanship. You will produce and output your de-sign at 1/4” scale through the use of the appropriate material and programs as determined through your sketchbook and preliminary studies and concept work.

Note: Your preliminary sketches and drawings will be an integral part of your process. It is critical that your materials and production meth-odologies be determined in your preliminary work.

Time: 30 hrs

Cost: $25+

Start: Day 1 Week 10

End Date: Day 2 Week 14

Possible points: 60

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STEP 1 Deliver by:

Sketchbook: First create a rich and full mood board to support the look and feel of your brand.

Using the process sketch method work through a minimum of 15 different ideas for the design of your brand and product. Sketch a minimum of 5 exploratory thumbnail ideas for the design. Sketch a minimum of 3 explanatory sketches ideas to clearly articulate the function, shape and structure of your design concept. Produce a persuasive sketch to articulate the final design of your project.

Using your sketchbook create a to scale stereoscopic drawing/diagram of your product.

STEP 2 Design and Engineer Deliver by:

Using photoshop and/or illustrator, design the frame-work of your booth carefully determining how the shape would be die cut. Refine the graphic, typography, and brand; carefully form it to the framework of your design.

STEP 3 Materials and Finalizing Deliver by:

Now that the kinks in the engineering and design have been ironed out through your engineering you need to decide on your final materials and produce the final 3D design at a 1/4” to 1’ scale.

STEP 4 Presentation and Delivery Deliver by:

Carefully photograph your final design. Establish scale with figures within the piece. Design a cohesive layout for your final prints. Present the final design with the product photos.

Take final relevant product shots exploring various angles to stimulate interest in the final deliverables of the proj-ect. Use the mounting procedures to present your design to the class and deliver the final design to the instructor. It should be polished and cohesive. Finally, post your mounted design to the class blog. Post and backup all files to the class server.

o Mood Board:1

o Process Sketch: 15+o Exploratory Thumbnails: 5+o Explanatory Sketches: 3+o Persuasive Sketches: 1+

o 1 Stereoscopic Drawing of the Producto 5 Delivered to the blog (cropped image should be 1000x586px)

o 1 Sculpted Prototypeo 10 in Process Photos

o 2 Product Casts

o 1 Final Painted and Polished Product

o Deliver final product shots and product description to the course blog, course server and 1 mounted to the instructor.

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The Project ASSESSMENT

Each project is worth a total of 60 points unless other-wise specified in the project description. Projects are assessed from the following categories. See the course syllabus for details concerning these categories.

Before the assessment takes place you should carefully ensure that each portion of the project has been completed fully.

Final Critique /60 %

Sketchbook 1 2 3 4 5 6 7 8 9 10

Technical Proficiency 1 2 3 4 5 6

Presentation 1 2 3 4 5 6 7 8 9 10 11 12 13

Formal Qualities 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Communication of Concept 1 2 3 4 5 6 7 8 9

Creativity and Experimentation 1 2 3 4 5 6 7

Notes:

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