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- Special Topics: Prop Design Studio, spring 2020:
- Product Design: Visual Communication I (Sophomore): Fall semester.
- Product Design: Visual Communication II (Sophomore): Spring semester.
- Fashion Design: Sophomore model drawing: MEN. Fall semester.
- Fashion Design: Sophomore model drawing: WOMEN: Fall semester
- Fashion/Costume Design: Sophomore dynamic model drawing: Spring semester
- Fashion Design: Sophomore model drawing: WOMEN: Spring semester
- Fashion Design: Junior model drawing: Fall semester
- Fashion Design: Junior model drawing: Spring semester
Product Design: Visual Communication I (Sophomore): Fall semester.
- VisComm I: Week 1: Introduction into Viscomm, Supplies, Shapes, Shoes:
- VisComm I; Week 2: 1 and 2 point perspective, view point, line weight value, rotating POV
- VisComm I: Week 3: 2 point perspective, understanding VP. Quick sketch lay outs. Orthographic, oblique, isometric views:
- VisComm I: Week 4: 3 point perspective, create your own grid, Ideation sketches, start of Midterm Project (lamp/shade, plant/er, perfume bottle).
- VisComm I: Week 5: Intro into casting shadows, auxiliary VP box and attached lid.
- VisComm I: Week 6: Continuing shading, perspective of shadows. shading techniques:
- VisComm I: Week 7: Midterm in class exam. My talented students work:
- VisComm I: Week 8: Midterm project presentations: Rosi's demos and Midterm test corrections and examples:
- VisComm I: Week 8B: My talented students:) Examples of work from the first half of the semester:
- VisComm1: Week 9: Cups, glasses, dishes: Sketching and rendering techniques: Start of Final/Signature project.
- VisComm1: Week 10: Continuing Final/Signature Project:
- VisComm1: Week 11: Continuing Final Project and rendering techniques.
- VisComm1: Week 12: Reading architectural scale. Continuing Signature project.
- VisComm1: Week 13: Continuing Final Project: Rendering SOFT textures.
- VisComm1: Week 14: In class final test.
- VisComm1/18: Week 15: Signature project presentations and Digital portfolios.
- VisComm1/19: Week 15: Signature project presentation and Digital portfolios
- VisComm1/19: Students work:
VisComm1 fall/19:
Hard copy portfolio submission: Due: Week 14, Dec .5, 2019:
- if original is to large a color print (to fit portfolio is ok) , keep all originals
Every page needs: Your name (BIG VISIBLE), class name: VisComm1/19, on top right corner of page. Info block; Bottom left: 1) Project name/title, 2) page #, 3) week #
E-portfolio submission: Due: Week 15, Dec 12, 2019: You would give each submission # a new page (like my e-portfolio shows: Each week/or project a page).
Every image needs: Your name (BIG VISIBLE), class name: VisComm1/19, on top right corner of page.
Info block; Bottom left: 1) Project name/title, 2) page #, 3) week #
Submissions/Projects: (Both portfolios):
1) Shoes: (2 pages)
2) 1Point Perspective and 2PP: Boxes/Cubes (1 page each - 2 pages)
3) 3 PP suitcases (and grid): (1 page)
4) Box and detached lid: (1 page)
5) Favorite object sketches/ideation and drawing(s): (2 pages)
6) Shading of cones/cubes/cylinders: Marker and Prisma (2 pages)
7) Box and attached lid: (1 page)
8) Perspective of shadows/ground shadows (homework): Stool/chair: (3 pages)
9) Lamp/Plant/Perfume-bottle project: Ideation and all steps (4-6 pages)
10) Midterm test and redo: 4 objects (4 pages)
11) Glass/dishes: 5 objects (5 pages)
12) Metal objects: (all pages)
13) Soft texture studies, velvet/leather: (2 pages)
14) Final in class project: (all pages)
15) Final/Signature project: All pages of the chosen (1) hard and (1) soft product: Object inspiration, Consumer/Inspiration, Story, Ideation sketches and drawing steps # 2-4)
Phase 4: Signature Project and Final presentation: Week 13:
Phase 4 includes: Main Drawing of each object (1 S + 1 H), colored, rendered, textured shaded: In addition: If you don’t have already: Add different angles - (if it makes sense) views (exploded, oblique, isometric, ortho etc.) Add background of final presentation illustration. - Make sure there’s a main sales point/view/composition. Have a name for your product. Add Info block on every page.
Here are all previous phases:
Phase 1:
Viscomm1, fall19: Final/Signature Assignment part 1 - Start week 9:
Starting as an In-class assignment : Printed in B&W on 11” X 17"paper)
Note : This is the research phase of our new final/signature project. In the next 6 weeks we will ideate, re-design, sketch, and render new fun objects.
You will choose 1 soft product and 1 hard product:
1 - Pick 1 “Soft” products and 1 “Hard” products you are interested in redesigning. (Use the list we put together in class, or add to it)
2 - Create 1 Visual Product Research page for each product. (Total 2 pages of related or unrelated products you find inspiring)
3 - Create 1 User/Environment Research page for each product. (Total 2 pages of users and environments you find inspiring)
IMPORTANT NOTES : - This assignment is not the same as DESIGN 2 class: We will create outrageous, fictional, and fantasy objects that are purely imaginary.
- Look for product, user, and environment inspiration that is based on fictional activities or stories you like or make up.
- You can choose to design objects for characters of a book or movie.
- You can combine existing products into one new product that has never been seen before.
- Have fun. Its a drawing project and doesn’t have to make total sense (yet).
LAYOUT : - Search for images online and save them to a new project folder. (Jpeg’s or Png’s) - Use Adobe Illustrator to create your 11” X 17” page layouts. - Use the “Place” command (under “File”) to place all your images or one-by-one. (Note to keep the “Link” box checked so your Ai file stays small) - Organize your images on each page (not too small). - Add your info-block to every page (Project, Name, phase, soft/hard, etc.) - Save each page as PDF and print in B&W from any OTIS machine. (Your images will be embedded in your PDF)
Phase 2:
- Create 3 sketches for each story (3 S + 3 H). (Total 6 sketches, 8.5 x 11 paper recommended)
Each sketch will take not more than 25 minutes. Not rendered yet. It may get altered and still worked on. Materials: Marker, Verythin and Prisma premier:
IMPORTANT NOTES : 6 Sketch pages are due next week (3 S and 3 H).
- Your ideations should be purely imaginary. Don’t be too logical. Look at your product, user, and environment research pages for inspiration.
- Ideation pages : Put a CIRCLE around the ideations you like. Put a number next to your choices (1, 2, or 3).
- Sketch pages : Enlarge your 3 chosen ideations (by hand or copy machine), revise the design as needed, add detail, punch up the lines, and add shading.
- Sketch quality should be better than your ideation but not too tight or too accurate. Keep it efficient, and make it “pop”. (no more than 25 minutes per sketch)
- Add the Info block (project, name, phase, soft/hard, etc.) Each sketch page number should match the ideation number in your circles.
- Keep all original work clean, without tape, and organized by week, to be able show it all in our final semester review. If you are having any difficulties making a decision on your favorite idea, email me and I’ll do my best to help you.
Phase 3:
Step 3: 2 new refined more rendered sketches: Pick 1 sketch/object each (S + H) and refine.
Think of functionality, material, texture (include swatch or reference image), review proportions, add scale(body), add different angle(s)/view(s) - if it makes sense - (exploded, oblique, isometric, ortho etc.). Add more detail, add notes, arrows and motion, maybe color, shading (1,2,3). If needed add (ground) shadows.
Don't forget the INFO block on each page!
Rendering wood:
To render any surface, texture, it takes a lot of trying out and experience. Tial and error - and patience:)
Like I demoed in class, we start of the page creating our shape/silhouette of our object, with either marker (light) or Verythin. Proportion is key! Before you start layering your textures, check on your proportions of your object and correct if needed.
Rendering wood: 1. I'm layingh down a base color with either marker or (I prefer) Pastel. With a blender, eraser, cotton squares I'll blend. With Prisma and an electrical eraser I'll texture. Shadows with either a grey pastel or grey maker will create the illusion of dept.
Rendering metal:
To render any surface, texture, it takes a lot of trying out and experience. Tial and error - and patience:)
Like I demoed in class, we start of the page creating our shape/silhouette of our object, with either marker (light) or Verythin. Proportion is key! Before you start layering your textures, check on your proportions of your object and correct if needed.
I prefer to render metal with layers of markers, starting with the lightest. A grey paper helps to create the illusion of shine. Treat reflections as shapes. Simplify.
White Gouache can add highlights.
Dull metal or stainless steel is less shiny, and therefore I'll recommend to add a layer of white or light grey pastel on top of the marker gradiations.