3.1 Reference Reflections

To start 3.1 Reference Reflections, I looked over 3.1.1 parallelUniverses, 3.1.2 LinkedIn Learning, and 3.1.3 Alternate realities.  3.1.1 parallelUniverses is split into two Chapters, one that deals with Visual principles and another with Metaphors to sculpture.  In the Chapter about Visual principles, it talks about many things with an emphasis on unity.  This was very interesting to me because the idea of unity is that the viewer interprets completeness even without things added or taken away.  Metaphors to sculptures talk about different ways sculptures are made.  I am used to thinking of the subtraction type when I think of sculptures, but I also recognize the addition.

For 3.1.2 LinkedIn Learning I did multiple tutorials, the first being Rapid Prototyping for Productive Design.  In this tutorial, I learned more about 3D printing and scanning.  The next tutorial was Meshmixer Essential Training.  This tutorial was an overview of Meshmixer, specifically how to evaluate, fix, and work with multiple objects.

Finally, is 3.1.3 Alternate realities.  In this wiki I was introduced to Realism, Surrealism, Photorealism, Hyperrealism, CGI, and more.  I have heard of some of the terms in this wiki, especially with CGI in movies, so it helped me a little bit to understand the concepts.  What really struck me was how a famous painting could be so easily replicated as it showed in the beginning.

2.3.1 Design Concept

2.3.1 Design Concept focuses on topological transformations.  While I was trying to pick a reference object, I had to take 4 things into account.  These 4 factors were the volume, scale, analyze-ability of the object, and whether it was asymmetrical.  After taking everything into account, I figured it would be in my best interest to choose a shoe as my reference object.  Before I started my sketch I reviewed the demo provided in the wiki.  After I chose a shoe as my reference object, I took into account the hidden geometries that are present with any object.  Before I went straight to my graph paper, I did some rough drafts in a sketchbook.  At first, I started with the side of the shoe sketch.  Then after this, I did the top of the shoe, and then finally the front of the shoe.  I made sure to precisely measure the size of each sketch as I drew it so I got an accurate sketch as I could of.  After I finished all the sketches I scanned the sketches on a printer.  This will allow me to import my orthographic sketches into Fusion 360 and then create a 3D model of the shoe that I sketched.

1.3.2 Design Iteration

For 1.3.2 Design Iteration, I looked to take my logo sketches from JamBoard and translate them into Adobe.  My favorite logo sketch that I did in JamBoard was the one where I manipulated the “a” in my name into a basketball net because basketball is one of my biggest passions.  I can see myself using this logo for things related to basketball like my own training service.  In Adobe, I typed each letter of my name separately and then brought them all together to the point where they were touching each other.  My letter “d”, “e”, and “n” were in the font Myriad Pro.  This, however, would not work for my “a” because it would not allow me to convert it into a basketball net.  Since this was the case I changed my “a” to the Comic Sans MS font.  After finding the font I wanted for my “a” my next task was to make the net underneath it with the “a” acting as the rim.  I used the pen tool to create many of these lines until it looked to resemble netting.  One thing I may be able to improve is how the net itself looks, and I will continue to look at other things I can improve.

2.2 Exercise Reflections

In 2.1.1 Nine Square Grid I learned how to create a classic model in Fusion 360.  The nine-square grid is a good benchmark for someone to see where they are at in terms of modeling and sculpting.  This wiki leads you through the start of making this grid which includes creating a chess-like board and different cubes.  The wiki then introduces micro-beveling which essentially states that artists do not actually create things, they manipulate the database which is what actually makes the objects.

Next, 2.2.2 Sculpt and Slice builds upon what was done in the nine-square grid.  First, I had to export it to slicer.  The next order of business is adjusting the manufacturing settings and the object’s size.  There were two different construction techniques explored in this wiki, stacked slices, and interlocking slices.  For stacked slices the wiki explains dowels, slice direction, modify form, assembly steps, and get plans.  For interlocking slices, it covers slice distribution and then reiterates steps already used in the previous technique.

Finally, 2.2.3 Logo Etch takes our logo sketches to the next level.  The first step is engraving the logo.  For this, I engraved it for stamp material.  I had to create a  copy of the original and then added a margin of material.  To make the logo stand out from the background I had to exclude it.  It is very important to note that if you are printmaking a file the colors on the logo and the stamp will be flipped because it creates a reverse image.

1.3.1 Design Concept

My initial thought for my logo is including my whole first name.  I have always liked the aesthetic of my name being spelled in all lowercase letters.   I had the idea of incorporating the traditional capital letter along with still making it lowercase so I made the circle part of the lowercase “d” a capital “D”.  I then used the contrasts of colors, red and black, to differentiate the two and still show them together as one.  I also have the idea to incorporate my love for basketball in my logo.  I can keep the reddish color and maybe convert the letter “a” into a basketball rim by adding a net.  Since this is just my design concept sketch, I will look to see what I can use in Adobe to enhance my logo.  In the wiki I learned how there are many different fonts that I can use to create my logo.  I also observed how to create letters and then use figure-ground manipulation in order to make a catchy design.  The wiki also provided examples that I used as inspiration while creating my sketch.  Even though I am not the best artist, I realize that a sketch is just a skecth and I look forward to building off of it to create an effective logo.

2.1 Reference Reflections

2.1.1 parallelUniverses discusses visual elements, visual principles, and metaphors to drawings in Chapters 5, 8, and 13.  Chapter 5 focuses on volume.  It also talks about the difference between mass and void.  This affects the volume because mass means that something is present inside the object, while a void means the inside is empty.  In Chapter 8 we honed in on pattern and economy.  Pattern is a pretty general and self explanatory term.  Economy on the other hand is when a shape or something of the sort is made from surrounding elements.  I was glad I learned this term because I always noticed the arrow in the FedEx logo and found it very interesting.

2.1.2 LinkedinLearning provides a lot of help when it comes to everything computer art.  Linkedin has countless video tutorials for many different programs.  For this specific project I watched the tutorials for Fusion 360 and Laser Cutting.  I used what I learned in these tutorial videos to create a bikeseat in Fusion 360.

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The last wiki for this section was 2.1.3 Hidden Geometry.  This introduced datums, and went over different types of symmetry.  I have seen the term “datum” quite a bit throughout life, but I never really knew what it meant so I was glad to learn that is basiaclly a point of reference.  I also learned more about bilateral symmetry, radial symmetry, self-similarity, near symmetry, orthographic and 3-view drawings, and in conclusion, generating irregular form.

 

1.2 Exercise Reflections

In 1.2.1 Dynamic Composition, I learned how to make a dynamic composition through abstraction.  Dynamic compositions use diagonal or flat lines.  Flat lines represent something standing still while diagonal lines are used to show movement.  I also the importance of spacing in art when it comes to how human eyes interpret things.  When objects are not spaced perfectly it causes humans to perceive movement even in a still image.  For this exercise, I took a painting by Egon Schiele and used only rectangles to recreate how I interpreted it.


1.2.2 Gestalt Praxis focused mainly on symmetry and asymmetry.  These two things are opposites with symmetry being all things perfectly balanced, and asymmetry which can be balanced or imbalanced but the weight distribution between positive and negative space will be uneven.  It is up to the artist whether they want to use symmetry or asymmetry.  They will cater to their decision to meet their audience’s expectations.  I applied the knowledge I gained from the wiki to Adobe and created 6 different blocks with circles that showed off the skills that I learned; these blocks utilized symmetry with passive negative space, symmetry with active negative space, asymmetrical balance, asymmetry with imbalanced visual weight, symmetry pattering and gestalt, and asymmetrical focal point respectively.



1.2.3 Line Art talks about line art and flat graphics.  Line art deals less with a multitude of colors and is mostly done in black and white.  Throughout history, it has been used mainly as ink on paper.  I created many lines, and also used the pen tools and bezier curves.

1.1 Reference Reflections

The primary purpose of “1.1.1 In the Cloud” is to provide another option to save and share work rather than using something like a hard drive.  Something that really surprised me about the cloud is how much more efficient and safe it is compared to the other forms of passive storage.  If you lose a file using passive storage it is essentially lost forever and cannot be retrieved which could be devastating.  “1.1.2 parallelUniverses” focuses on the basic rules and principles used in 3D modeling.  Chapter 4 describes the differences between a point, line, and plane, and how each of them are used in various ways when it comes to 3-dimensional art.  Chapter 8 talks more about principles which utilize the elements discussed in Chapter 4.  I was shocked about how there are so many principles that go into 3D art, most of them being things that my brain takes for granted when observing it.  Finally, “1.1.3 Gestalt Theory” discusses how the human brain does things like finish patterns and see multiple images from one image.  While this may be helpful in observing art, our brain can also play tricks on us when observing optical illusions.  I always knew the secret messages in logos, for example the arrow in FedEx, but it was not until learning about Gestalt Theory that I found out the official term for what I was seeing.  This was probably the most interesting part out of everything from 1.1 for me.