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  1. #1
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    IDW - Activity Discussion

    This is for general discussion to do with IDW.
    Feel free to post your likes, dislikes, starsign, etc.


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    Last edited by yoitisi; April 4th, 2010 at 08:13 AM.
    Research shows Industrial Design of the Week is addictive.
    Come get your fix.

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  3. #2
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    As stated in an earlier post, I think Flip is doing a good job at picking subjects that will keep the forum going. In addition, like some of the other popular threads, keeping up the winners gallery is good I think. I know I like to just peruse them all. very inspiring at times, so keeping this one up and intact is important and has been doing well with that to.

    I am partial to the machines, gadgets and things Flip has been picking. I think some folks would like to see more difficult situations, but it seems to me when that happens, the thread struggles. so that can be a fine line.

    I think the last couple of winners have had outstanding pieces, not only in their designs, but the presentation which has me thinking in a new direction as well. growing, which this site is all about eh?

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    ^ agreed, as I mentioned in this weeks topic: an excellent revival (if I remember correctly it was struggling a while ago).

    Now, we just need to get more people involved!

  5. #4
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    I think my only critique so far, are the designs that have to be "stealthy." Many a times if something has to be stealthy, then the design overall isn't as important cause it wont really be seen. Either that or it is something super small.

    Would like to get others opinions on this.
    Warrior Style

    The first rule of Warrior Style is, You do not stop drawing.
    The second rule of Warrior Style is, You DO NOT stop drawing.

  6. #5
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    in stealth apart from components design play a vital part,no one cud imagin a b-2 bomber 10 years bak before it took off..it changed laws of physics in design..so i say design are important in stealth in a very different sense

  7. #6
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    Flip are you ok? I hope you're not hospitalized!

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    Didn't even know this thread existed until dragon posted up. Hah! Anyway, I know it's an old discussion, but about the "stealth" thing...

    Just because something is stealthy (with regards to an aircraft or some other vehicle), that doesn't mean it can't be seen, it just means it can't be seen on radar. What it looks like is still important, maybe not from an aesthetic sense, which is why it's "Industrial" design, but from a practical one...

    The really cool part of the designing is coming up with an airframe that is best at deflecting or diffusing its radar signature. This can make for some kickass concepting.

    Or you could go the Predator route and make it invisible. But that would be boring.

  9. #8
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    The winner's gallery hasn't been updated in 2007 yet.

  10. #9
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    Since I just started to get this thread going again, I think it is good to make some announcements here.

    First of all, I posted a new topic:

    IDW 0037: Massive Excavator

    I figured a huge and relatively simple machine would be a good start. It is not my intention to do only big and brutal machines and weapons in the future, just like past IDWs I want to incorporate as many different topics and products within this weekly activity.

    I do not intend to run IDW in a whole new way since I'm only doing this until Flip has got time again to take care here. I hope I can keep the IDW quality high and that everyone involved will do so as well

    Also, since I'm just starting out with moderating this part of the forums, any comment & critiques on what I do or should do are welcome .

    Last but not least, I'll try to update the IDW winners thread asap.

    Edit: I think setting up a poll for the last round is a bit unnecessairy since there are only two entries, instead I'll put both of them in the winners thread under Technological Tyranny I think.
    Last edited by yoitisi; June 21st, 2007 at 03:25 AM.

  11. #10
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    Last week I was thinking that maybe IDW should have it's own avatar. C.O.W. has it's..well..cow, CHOW also has it's own avatar and EOW also has one of sorts as a header. I also noticed that we are approaching IDW nr. 50 (still some 5 rounds to go but what the hell), so would it be an idea to combine the 2? Make round 50 about an IDW avatar I can use for IDW and put in the header of each new round?

    I have no idea what it should be, maybe a robot or something else mechanical, but any ideas are of course welcome. Let me know what you people think.

  12. #11
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    i think this weeks robot gladiator would have been a good one, or in that sort of direction

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    Bringing it here so that we don't clutter the weekly design thread...

    Basically I think keeping the atmosphere a bit looser here than say CHOW is acceptable. I don't think anyone really minds you being soft with the deadlines, especially due to having a busy schedule. At least I don't, I shouldn't speak for others. However the competition here isn't as stiff, we don't have nearly as many entries as CHOW on a weekly basis, and I think the regulars do a good enough job of moderating themselves and others. If an entry slips in a touch late or the deadline is extended, you don't really have a hundred angry artists to content with if you catch my meaning.

    Having said that, I think Legato's idea of a countdown clock might be a cool touch. Not as much for keeping the deadline accurate to the second, but more for us to quickly get a feel for how much time we have left. Even if the thread wasn't locked to the minute of that clock, it would serve to push us a bit in our minds with regards to the deadline.

    Technically, I don't think we're allowed to embed flash via vB, as cool as that would be, so what would be needed is for Yoitisi or someone else to set up the clock elsewhere and provide a link to it at the top of each weekly thread. I'm perfectly willing to offer my server space up for a countdown page if it's needed, since I have plenty of bandwidth to spare these days. I think I'd need to reset it myself if I do host it, but that's something I'd be willing to do as well.

    Think it over and if you'd like me to help in any way let me know.

    PS: Once Yoit gets our banner done, that'll be a cool addition to the clock as well.

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    hi guys, i just did my super quick undead carriage. Also this week, i took part in the core77 1 hour design challenge. the brief was to design an e-book. fairly open brief. here was my solution. i feel i may be in with a shout at the top 3.

    let me know your thoughts

    http://boards.core77.com/viewtopic.php?t=14530

    IDW - Activity Discussion

  15. #14
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    Once again, I'll bring a topic here so we don't clutter the poll thread.

    Quote Originally Posted by grenogs View Post
    I have to be honest though, i never realy know what is being asked here in idw, an actual plan drawing, or an illustration, with scene,?
    Quote Originally Posted by Legato View Post
    basically if you want any chance you need an environment of some kind - and a mid tone of grey doesn't cut it ;_;
    In IDW, the design itself is the priority. Environments, characters, and creatures all can make great and welcome accents, but they shouldn't be the focus. After all, we have seperate weekly designs for those.

    For me it comes down to two things. First off, is my design truly complete? Have I placed as much attention as I can to it and rendered all the little details? If so, and I still have time to spare, then the next question is... Does the design really need an environment? The answer to that often lies with the nature of the object in question. Some things can use an environment more than others. Vehicles for instance thrive a lot more in an environment than say... cellphones. Then again, a cellphone might not need an environment but could possibly benefit from a character. And then there are some things where the design itself really needs no accents. Something like a new type of drill bit or wheel cog would look pretty silly in a fully rendered environment with a character cradling it in his or her palm.

    The other factor that plays a part is how strong the theme for the object in question is. If it's something that's meant to be used in multiple situations by multiple people, then rendering it in one given way might lock out some or all of its intended recipients. You have to ask who the object's target audience is... And there we start getting into the advertising mindset. Which in some small way is another one of our roles. The design called for an undead carriage, so you had your target audience pretty much set for you. Any sort of theme you gave to it would have to be undead. In contrast, let's take the sniper rifle. You had the object's intended use determined for you, but your target audience could be anybody. The sniper might be a clean-cut government agent, a stone-cold killer, a guerrilla freedom fighter, and hell why not, an undead zombie with one good eye still left. If you had rendered your rifle in an environment or with a character of one set style then you pretty much eliminated any other users from entering the viewer's mind. Which is a tactic that can be used on purpose if you're looking to brand something to a particular group or theme, but in most cases you'll want to leave it as open to interpretation as possible. Which I think it also one of the areas where Industrial Design and Concept Design part ways a little.

    In ID you generally want your product to reach as wide an audience as possible, unless a company has a specific audience they're looking to target (rare) or the design itself mainly appeals to a specific audience (more common). Because the broader the appeal, the bigger the profits. In concept work by contrast, you're usually given very specific parameters towards your design's intended user. If you're working on a magical sword that's meant to be used by the blood-quencher tribe of ogres, then you really don't need to worry about its appeal to elves, gnomes and humans. You can render that sucker in an ogre village, being used by ogres, with other ogres cheering or gasping in awe, and you'd be doing exactly what you should be. Your Art Director isn't going to come to you afterwards and scold you on that the writing on the blade might not be readable by non-ogre users and thus limit the blacksmith's customer base. Unless you have a really anal Director.

    So to tie this up, the focus is on the design first no matter what it might be, and if there's available time afterwards, you can sit and consider whether anything more would be appropriate or even detract from the design's appeal. The only possible exception to this would be if the brief specifically called for an environment or character, but in IDW they generally don't. Again, mainly because we have other sections for those areas of focus.

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    Well, Form2function pretty much summed it all up Actually, I've always thought that the name of this activity is a bit misleading. Industrial Design is basicly designing products for (mass) production, and involves parameters which you wouldn't encounter in any game or movie for which you'd design the stuff we do in here. Also, to make things even more complicated, sometimes a design needs an environment or character because it's part of the design. Anyhow, the most important part to present is always the design itself. Environment or character shouldn't become the focus point of your image ever here in IDW.

    Nutkin: I vagually remember an e-book that you could unroll like a scroll from Philips I believe, which is based on the same idea Still, for one hour it's quite neat.

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