Thursday, February 26, 2015

Value Poster

CONSUMPTION:

Not the eating kind, we're talking about the marketplace, here.



When you think of What you personally value, what comes to mind? Friends? Family? The rain on a warm spring day? Well, regardless of what you thought of, it's likely you're not quite sure how these values affect you and your choices.

Below is a poster I made in InDesign on ten things that I personally value. The picture may not be quite big enough to read, so I will summarize somewhat in a moment. The things you value and like directly affect what interests you and what you will and will not purchase within the context of the market. This is important for those on a branding team to understand, for if their appeal to the masses can't relate to their own personal values, then it will not sell as it would if it connected the consumer to something they already know they like.

To put this into context, imagine you're in a store looking for a new sports drink to try:

On the shelf are two brands of sports drink: one is in a generic plastic bottle labeled "Superdrink" in red letters, while the other is in a similar bottle, but with a label entitled "Ener-life" and a picture of a woman throwing a frisbee for her dog on it. If you are someone who likes to be active and likes pets, then the second drink will probably appeal more to you, causing you to choose Ener-life over the poor Superdrink whose design team obviously was not well trained.


When I sat down to think about it, I decided that things that were important to me consisted of many creative outlets, technology, comfort, and family. This indicates that someone like me would be more driven to buy things that have been designed to appeal to those values more than one that does not. Many people like vastly many different things, which makes appealing to them difficult if your product does not have a set age group or demographic in mind.


Miniature Typography Lesson

Can't just babble about marketing, let's throw in some design as well



To be able to make an aesthetically appealing poster, it was important to learn about typography, and how to properly pair up fonts. A well paired set of fonts can bring desirable contrast to your graphic, and add to it's overall tone. On my poster, I went with a basic Helvetica font for the sake of readability. It's a nice, balanced font with many different weights to work with, creating contrast within itself. To oppose the helvetica, I chose a straight, serifed font similar to Charlemagne, but with small caps instead of all caps. It sits nicely on the heading, and sticks out as it should in a sea of sans-sarif fonts.

It's possible to put more than two fonts in a piece, but you must be careful not to add too many, or the relative contrast of one font is decreased by the presence of contrast everywhere. If the entire piece is scattered with different style, one style can no longer stick out, so it's important to minimize your fonts accordingly. 


Thursday, February 5, 2015

Children of the Kern

KERNING:

The art of creating an aesthetically pleasing space between letters in type; creating a balanced feel to fonts which feel squashed or too loose.


Some Examples of Kerning:



My Newfound Maya Toolset


I know you've seen some of my 3D creations on here,


But have any of you been wondering how it works?



Autodesk Maya is a 3D animation program that is almost like a beefed up shiny kind of Google Sketchup, though it may almost be degrading to Maya to compare the two. Where Sketchup let you create things in a world of rather pointy polygons and an array of built in textures, Maya can take it to the next level: creating smooth shapes and  3D textures that would put many parts of Sketchup to shame. But then again, sketchup isn't an animation program as much as a technical modeling one, so that's where the comparisons stop.
Lets take a look at some of the basic tools Maya has to offer, shall we?



Lessons From a Cup


One of the more interesting tools I got to discover in Maya was the revolve tool. The revolve takes a curve, and rotates it around the axis to create a full 3D object made from that curve.

The curve, however is a whole other tool on it's own. The curve tool in Maya is similar to the Pen tool in Illustrator or Photoshop. just in 3D. It consists of vectors and vertices that I can edit before or after I create the object. You can see these curves off to the left. (The fist one revolved to create the glass, the other the vase). 

When revolved, however, these curves make a NURBS surface instead of a polygon one. NURBS are created with curves and bends rather than flat polygons, and therefore had to be transformed into polygons in order to texture them as they appear below.

Using a light scorch called the Mental ray, I was able to achieve the reflective glass surface you see on the cup below. It took quite a bit of tweaking to get it to look just right.






The Lofty Saltshaker


Now, when I say loft, I don't mean like a lofty height or a place to live,. What I'm referring to is the Loft tool. The loft tool's power is to lay a surface over a set of curves like a tent tarp or table cloth. As you can see in the saltshakers to the left and below, the shape it forms is not a natural one, but rather several deformed circles on top of each other (descending in size) lofted to make a surface. These circles were composed of the previously mentioned NURBS curves I talked about in the cups section.



A Dramatic Angle of the shiny Saltshaker
It took some tweaking,
 but I was able to duplicate 
the shape and put salt and a 
cap on the saltshaker to 
get the result seen here.




The Shiniest Shape


Now, this shape here may seem to be complex and unusual, but that's not what I'm going to talk to you about right now. For now, I will talk to you about how it is lit.

In maya, there are several types of lights available to light your scene with, and they all have different uses. A few I will show you are the spotlight, directional, area, and point lights.

The light you can see on the left here is an example of how the directional light appears in maya. A directional light is a light scorch that comes from everywhere, but all pointing in the same direction. it is a lot like how the sun lights our front lawns, coming in a solid sheet of light form the sky hitting the ground. This is slightly similar to an area light. An area light lights an internal area from no discernible source. I have not yet used one, so I have no pictorial examples of it.

The spotlight is the most obviously named light in the set. It acts as a spotlight or flashlight in all aspects, shining down from a cone to light a specific area. The Point light, on the other hand, is more like a light bulb, radiating light out from a single point, as its name suggests.                                                



Hammer Time


For a simple tool the hammer is not a simple shape. To get this specific shape to work, I had to take the faces of a rectangular prism and cut them in half in the back (using the cut face tool) and extrude them outwards to create the back wedge.

Extruding brings a face outwards from it's origin, allowing me to extend the front of the hammer face outward. To get the rounded octagon shape of the hammer face, I used the bevel tool to cut off the edges and create new, rounded faces out of them.



I Scream, You Scream, We All Scream For Infinite Loops


Ice cream: fun to eat, a little less fun to model. (Not saying it isn't fun, just a tad less so) Creating ice-cream at first seems as simple as making a circle and a cone and putting them together but it's not that easy. No ice-cream scoop is a perfectly smooth sphere, so we had to compensate for reality. To do this we used bump maps, an effects that allows us to texture a surface without editing each point manually.
The slightly pre-deformed ice cream shapes

The Same Bowl with Bump Maps attached.


The final Animation ^




A Slightly Simple Animation

A reoccurring project we've been working on is creating a bouncing animation with various balls. This time, we did it in Maya.

To create this animation we took videos of the various balls dropping to measure out the heights in the nifty graph editor you can see here to the left, which represents the various ranges of motion the object selected can go through, which is especially nice for visual people.


Then we took note of the frame number that the objects would hit the ground at, and marked them in the timeline you can see in the right image in the bottom bar. Keyframes are a marker in an animation timeline that defines an object to be in a certain place or position at that time. The program's job is to fill in the in-between frames. I especially like these kinds of programs since they can save you the time of drawing every frame, though sometimes I still feel that drawing frame by frame can be easier for some things. The finished animation is below, and you can see our tennis ball was rather deflated at the time of shooting, and doesn't have as much altitude as you might expect form one.