Monday, July 8, 2013

Journal Ambience (JA) #13 - Life Drawing, Mecha & ZBrush 3D Modelling



Attention friends and followers, Journal Ambience is back with a vengeance! 



After 5 weeks or so, since the last post, I’ve been toiling away attending life drawing classes, designing new mecha concepts, improving upon facets of self promotion and further extending my knowledge of ZBrush. Thanks to the tutelage of Ben Mauro (Elysium and The Hobbit: An Unexpected Journey) and Bryan Wynia (God of War: Ascension).    



Once again I’ve been attending life drawing classes at the CDW (Concept Design Workshop) Studios, which is located on Level 3 of the Myer Centre, Rundle Mall Shopping District, Adelaide.



Below are attempts at using different artistic techniques, tools and mediums to capture the human anatomy:



Digital (Using Intuos Wacom Tablet in Adobe Photoshop):



Rendering with Copic Markers and creating Linework with Ball Point/ Felt Tip Pens:




  

Traditional based - Graphite Pencil Illustrations: 
 




In addition, I’ve been designing new mecha concepts, for the same undisclosed science - fiction genre based game project, I began and reported on in the last JA post. 



They have been designed with the intent in mind, to suit a futuristic civilisation, with a culture inspired by the aesthetic traits, of Feudal Japan’s Samurais.  



Below are ideations of transport vehicles, with forms derived from the anatomical structures of preying mantis' and tigers. Essentially I was aiming in creating what I thought embody the physical nature of samurai, which I believe are to be fast, elusive and in the case of vehicles streamlined as well. Also I felt these two animals represented elements that reflected the prowess of samurais. I envision these vehicles to be able to maneuver rapidly, dodging obstacles such as trees in a dense forest and then be able to transform from a flying vehicle, to a reconnaissance vehicle with mechanical limbs in order to scout the enemy from afar, by climbing high vantage points. Although I haven’t as yet illustrated the alternate forms of the vehicles, you can however see in my sketches, the arms resting by the sides of the vehicles that can angulate and be used for climbing.






Furthermore, the self promotional facets I have been engaged with in improving, have consisted increasing my frequency of networking, by cold canvassing local companies, contacting both local and international companies and updating the articulation and layouts of my resume and cover letters.



My new resume will be uploaded to both the Marc Forza Design blog and Facebook page.
  
 
Lastly, below are two projects I’ve been in the process of developing in ZBrush, to serve as a means of further learning the software. One is a self portrait and the other is a mech I’ve been refining, for one of my progressional intellectual properties (IP) that I introduced on my blog, with the working title name “Cybernetic”. The original work for this IP can be seen under the “Scenario Scenes” page link of my blog.




Overall I hope you have all enjoyed this body of work and please look forward to the next given post.


Also please like and follow my other domains at:   



www.marcforzadesign.blogspot.com
http://au.linkedin.com/pub/marc-forza/1a/681/b78
http://dbvc-grad.com/students/marc-forza
http://marcforza.cghub.com/
http://www.sketchtheatre.com/profile/

I also do in fact have a DeviantArt profile, but please keep in mind it has yet to be updated properly. You can find it below at:

http://mforza1987.deviantart.com/


Please feel free, to leave your constructive opinions and advice below and on the blog.

  
Thank you.



Tuesday, May 28, 2013

Journal Ambience (JA) #12 - Life Drawing & Mecha

Welcome back to the 12th JA post! This post delivers a breadth of work from life drawings to mecha ideations.



The mecha ideations are for an undisclosed game/ film project, in the genre of science-fiction & fantasy. The narrative’s setting exists in a fictional world that comprises of eclectic styles ranging from “English” Steampunk, Advanced Mecha, “Futuristic-Samurai” and Half Mutated Humanoids. Each of these styles reflect a different city in the story, which house vehicles that the inhabitants operate. Designed for the respective purposes, of scouting, transporting and guarding/ protecting the cities.







The life drawings span across two separate classes, held at the local CDW studios.








 17/5/13 - CDW Life Drawing Class





24/5/13 - CDW Life Drawing Class


Overall I hope you have all enjoyed this body of work and please look forward to the next given post.


Also please like and follow my other domains at:

www.marcforzadesign.blogspot.com
http://au.linkedin.com/pub/marc-forza/1a/681/b78
http://dbvc-grad.com/students/marc-forza

http://marcforza.cghub.com/
http://www.sketchtheatre.com/profile/

I also do in fact have a DeviantArt profile, but please keep in mind it has yet to be updated properly. You can find it below at:

http://mforza1987.deviantart.com/


Please feel free, to leave your constructive opinions and advice below and on the blog.
   


Thank you.


Tuesday, May 7, 2013

Journal Ambience (JA) #11 - Branding, Character Design & Life Drawing

After a bit of a hiatus, Journal Ambience returns for its eleventh edition, to share with you all, a range of new designs and art work. This consists of work based on brand design, character design and life drawing.



The order of proceedings begins with character design - one aspect of a large scale and ongoing personal project, which I began in 2012 as a university assignment. The project consists of a narrative and concept art/designs for an original game, being written by myself which I have titled “Lucid Purity”. You all may have already seen my prior work on the Marc Forza Design blog under the “Characters/Creatures” page tab, but if you haven’t here is an evolution of the protagonist:






 
 Current Design

All the characters are loosely based upon various theorists, whom have all shaped the very framework of the creative process. You can read the full account of the story, its purpose, motivation, backgrounds of each of the characters and what inspired me in creating it, in JA #9.  



In addition I’ve been advancing the design and appearance of the prop that the protagonist will be engaged with.







I’ve also been amidst in experimenting with different gestures, of how I should individually draw the other cast of characters.


The next stage of affairs, involved attending another life drawing class, at the local CDW studios. Below is my collection of illustrations, individually drawn to different set durations, of the model posing. This class had a costume theme, with what appeared to be some influence of Arabian or Egyptian dress.









Lastly I’ve been assigned to do a bit of brand design work, for potential employment with the University of South Australia’s (UniSA): Career Services - Learning and Teaching Unit devision, for a project that involves designing a new sport logo. 



The scans below, reflect my initial stages of development, which like designing for any field, comprise of creating a theme board(s) that demonstrate imagery associated with the requirements of the brief, given to by the client, who requests and desires them to be implemented, within the design. I also display what imagery I’m inspired by as well, to visually highlight to the client, what is my thinking process and direction for the design. In particular for this project, UniSA provided me with links to brands of sporting teams that are associated with the university, not to mention competitive brands as well, of opposing institutional sporting clubs. The reason for this, as stipulated in the brief, is to provide me with an inclination, of the quality of branding that currently exists; to know what their expectations are, what styling is considered appropriate, in reflecting the university and or how the design I present can surpass what is present.



 Theme Board

  Mind Map


 Afterward I begin constructing a mind map, to categorise my thoughts and ideas. This is built in conjunction with the ideation phase of ideas - loose and later towards tighter sketches of brand concepts. To also enlist in the process, of facilitating ideas, I illustrate what I like to phrase, as “Visual Familiarities/ Clichés”. These are marks, icons and or symbols that in a rudimentary manner, reflect the objective of the brief. In this case symbols, marks and icons that are identified with education and sport.

 Ideation


Throughout the process of illustrating familiar visuals, I also attempted to combine them or aspects of their forms, in order to create unique graphics that could potentially be the logo I end up pursuing with. This normally boils down to a few finalist designs that I see as having potential.



Presently I have arrived at two brand concepts that I feel achieve the brief functionally and aesthetically. Before going into detail about the differences between the logos, two things that are the same about them, is that I decided to use the same colour scheme, with two variants to it and type, as used in the design of the UniSA logo, so that it naturally appears as though, it could be a part of the same family. 



The first design plays on a few connotations. The three peaked block like structure in the centre is intended to symbolise a winner’s podium, which can relate to both education and sport, with regard to winning a sporting event and completing a degree. It also draws upon the familiarity of a building, which wasn’t intentional but I suppose it can work, to remind viewers that the logo represents a university/ institute. Secondly the symbol above it, is supposed to be a mortar board, for the emphasis on education being reminded of in the logo. But I also drew it in such a way that it appears to have a shape that indicates passion through ferocity in competition, due to it’s sharp pointed lines. I also angled it rightly upward, as this is the direction in western culture and in geometry in general, to reflect a positive curvature, thereby further emphasising the connection between success and celebration. Additionally I drew the mortar board in the centre, as that is the peak, universally recognised for polling first place.




 Concept #1


 The second design, conveys a bit more energy than the previous concept. In this case, I illustrated an abstract form of a person celebrating after winning, in a typical cheering fashion, with arms raised gracefully, whilst leaping for joy. The individual is also donning a mortar board, to signal the person’s allegiance with the university. Not to mention that this feeling of embrace is interchangeable, in expressing success in both the contexts of the education and sporting environments, to highlight graduating with a degree and succeeding in a sport event.  Furthermore the directive motion of the figure is intentionally related again, to the nature of a positive curvature, thus symbolising achievement. Lastly the reason why the figure is segmentally drawn, is so as to accentuate the parts of the body in the form of letters that spell “UniSA”.     





Concept #2






Finally in order to test the feasibility and appearance of the logo in its destined and intended context. I superimposed it onto an existing photograph of a UniSA sport team:  






 Brand Contextual Display


Overall I hope you have all enjoyed this body of work and please look forward to the next given post.


Also please like and follow my other domains at: 



www.marcforzadesign.blogspot.com
http://au.linkedin.com/pub/marc-forza/1a/681/b78
http://dbvc-grad.com/students/marc-forza
http://marcforza.cghub.com/
http://www.sketchtheatre.com/profile/

I also do in fact have a DeviantArt profile, but please keep in mind it has yet to be updated properly. You can find it below at:

http://mforza1987.deviantart.com/


Please feel free to leave your opinions and constructive advice below and on the blog.
   

Thank you.

Wednesday, April 3, 2013

Journal Ambience #10 - "Vehicle Design and Life Drawing"

Journal Ambience returns this week, with a look at my final vehicle design competition entry for Double Happy and a collection of life drawing exercises.

Life drawing takes place in an un-instructed class that occurs every Friday night between 6-9pm, organised by Simon Scales at his Concept Design Workshop (CDW) studio. 



You can find further information about Simon’s studio and classes, by visiting his domain links below:



http://www.facebook.com/pages/CDWA/

http://www.facebook.com/pages/CDW-Studios/

http://www.cdwstudios.com/


In regard to my vehicle/ spacecraft design, this is the outcome my concept reached, in time for the deadline of the competition. However, this does not mean that the project has come to a close, as I will continue to improve upon it going forward from now. Furthermore for a detailed account of the thought process and design behind the vehicle/ spacecraft, please refer to JA#9 @ http://marcforzadesign.blogspot.com.au/2013/03/journal-ambience-9-branding.html


Lastly as a recount of my renewed experience at attending a life drawing class last Friday, I personally felt that I yielded mixed results with my work. Factors that contribute to this, include my pace at drawing - on average I was only able to draw the linework of the different gestures of the model, with the exception of the longer durations, allowing me to apply a bit more detail. I also encountered a loss of time in attempting to achieve a likeness of the model’s face - despite me knowing the principles involved.






Therefore to solve these issues, in leading up to the next class, I will proceed in drawing head studies from different angles, of a single model, practice recreating more short timed based sessions and study the human anatomy further by referring to two new books I recently purchased:

Anatomy of the Human Body - Lockhart, Hamilton & Fyfe

:


This is a fantastic book that provides detailed descriptions and easily readable annotations of the human anatomy. It is also contains real photographic images.




Anatomy for the Artist - Sarah Simblet

:



 The presentation format of this book, allows one to easily comprehend the sections and construction of the human body.



Overall I hope you have all enjoyed this body of work and please look forward to the next given post.

 As usual remember to stay tuned every Friday, or at the least please be prepared for any delays, but that will come with notifications, to explain the post’s absence.


Also please like and follow my other domains at: 



www.marcforzadesign.blogspot.com
http://au.linkedin.com/pub/marc-forza/1a/681/b78
http://dbvc-grad.com/students/marc-forza
http://marcforza.cghub.com/
http://www.sketchtheatre.com/profile/

I also do in fact have a DeviantArt profile, but please keep in mind it has yet to be updated properly. You can find it below at:

http://mforza1987.deviantart.com/


Please feel free to leave your opinions and constructive advice below and on the Facebook page.
   

Thank you.

Wednesday, March 27, 2013

Journal Ambience #9 - Branding, Characterisation, Life Drawing & Vehicle Design


Journal Ambience brings forth in this entry, an array of work spanning different areas and disciplines.



The work consists of progressional projects that currently exist respectively in ideation and as developmental concepts. They are focused on brand design - specifically demonstrating my interpretation of what the new Adelaide, South Australian logo could have been, character design - involved in the further progression of my original science fiction narrative titled Lucid Purity, a few life drawing studies and vehicle design - regarding a spaceship concept for the Double Happy Vs the Infinite Sadness: Island of Pharos competition.



The brand design ideations continue from a similar self directed project that commenced in 2nd year while I was still at university, prior to the wake and recent unveiling of the new Adelaide, South Australia (SA) logo. The project was to contribute to the 5000+ South Australian initiative group (http://5000plus.net.au/) that is involved in enhancing the state, with a proposed festival idea, to celebrate the innovative qualities SA has delivered in history, with a brand campaign. 

(Previous ideations I designed, for a new logo to represent Adelaide, South Australia) 

Research: Reference Images:


                                                                                               South Australia Art Gallery 


                                                                              St. Peter's Cathedral


                                                                                         The Adelaide Convention Centre  

                           
                                                                                           The Barossa Valley Vineyards


Returning back to my current work, I only recently devised these three concepts, after sparking interest from slowly hearing about it, in the last few weeks about the work being done to officially rebrand the state with a new logo.

Below is a link to an online article that speaks to the designer, who conceived the new logo, along with comments from critics and past designers, who had their logos grace this state.

http://www.adelaidenow.com.au/news/south-australia/jay-weatherill-launches-states-brand-in-light-and-sound-show-at-elder-park/story-e6frea83-1226591835952)

Still stemming from my original research and design intentions, my logo represents contours, shapes and silhouettes that highlight, what are to me this state’s most iconic structures and locations. My ambition is to transform all these elements into an amazing and yet simple design abstraction that celebrates the contemporary and traditions of SA.




Ideations I've been designing in my journal last week, towards this new concept I thought of that could represent South Australia, amidst other random pieces of work for projects I also have in the pipline for future JA #'s. 
 

(26/3/13 - Currently at this time I haven't been able to find, amongst my folders, the vector based illustrator file version of the logo concept 1 I presented, but I'll update this post as soon as I do.) 


These elements include the steeple of the St.Peter’s Cathedral in the heart of the city, the Rundle Mall Shopping District’s artistic sculpture “The Spheres” by Bert Flugelman, the Barossa Valley renowned for it’s Wine Region - portrayed by the isometric shape positioned along the bottom of the logo, Adelaide’s beaches reflected by the outline of a wave in the background, the Adelaide Convention Centre - Adelaide’s event hub, whether it’s used for entertainment or important conferences - it’s contour line, striking halfway in the logo and layered behind The Spheres silhouette and the roman pillars that symbolise those used structurally in the form of the Adelaide Art Gallery and are a reflection of Adelaide’s proud past.



You may be wondering why an indication of the Adelaide Entertainment Centre/ Festival Theatre was omitted? The reason being as I wasn’t able to justify nor find a form that would intrinsically remind someone of it. Bare in mind that these concepts along with all other work posted in the Journal Ambience blog, are works in progress and are by no means final and thus open to improvement.



The second piece of work is another revisit of a prior project that again was commenced during my tenure at university. The idea is that it is an original narrative created by myself suited to the medium of games. The basic premise is that it is a story that fictionally adapts the works of revered theorists of many different fields, in order to convey their teachings and discoveries in an entertaining yet still thought provoking way. So far the theorists include: Edward De Bono, Daniel H. Pink, Tony and Barry Buzan and Bruce Block. This arose after being inspired by films: Inception and 8 1/2 and the game Killer 7, with an added desire, to share this interesting knowledge I was taught, while studying design, to many people, who may be unfamiliar, with what these individuals have crafted. At the moment the plot, motive and climax/ resolution of the narrative have yet to be properly devised, but the direction and characters are quite clear in my mind that I feel I am able to proceed designing. Previously I had drawn facial concepts of several of the characters and further fleshed out the anatomical construction, costume, facial expressions and orthographics of the protagonist, who at this stage is named Dr. Edward Cogni. Additionally the protagonist’s tool, it’s functionality and how Edward interacts with it, have already begun to be explored, which also intertwines the gameplay mechanics of the game. These can be found already, by clicking the “characters/ creatures” and “props” page tabs of the blog.



The web link to those pages are listed below:      


Characters/ Creatures Page Tab
 

For Ideation facial studies of the cast of hero characters in Lucid Purity)



http://marcforzadesign.blogspot.com.au/p/characterscreatures.html



Props Page Tab:



For concept draft of the protagonist’s tool, which also ties into the explanation for the game’s gameplay mechanics

(26/3/13 - At the moment the presentation sheet demonstrating what I previously designed is not online now, but I'll post it as soon as possible)



http://marcforzadesign.blogspot.com.au/p/props.html



In continuing with this base work, I have recently begun to devise a composition that illustrates the entire cast of hero characters, that aims to emphasise their respective personalities and abilities and to convey the mood, setting and look of the world.






































Amidst these projects I have also been practicing and honing my life drawing skills, observing the human body in different gestures and expressions.




Finally I’ve been involved in designing a spaceship vehicle for the Double Happy Vs the Infinite Sadness: Island of Pharos competition.

The web link url to the competition is featured below:



http://www.doublehappyrabbits.com/index.php/competitions/70-cc0006



The brief is to “...to design and present a Quagflier”.


Essentially the Quagflier is a form of vehicle manned by a fictional alien race called the Oolark - consisting of a driver, an elite guard and two hunters. Concept art/ designs of these creatures and environments are provided on the Double Happy website, following the web link above.


Basically the Oolark are a race of raiders, whose motive is to “...chase down and capture alive the Shyala.



The vehicle they travel in is known as a Quagflier. The Quagflier is capable of easily traversing the choked swampy marshes of Pharos. Each Quagflier is capable of transporting a maximum of 20 Shyala prisoners (although in nothing resembling comfort). The wellbeing of the prisoners is not high on the list of priorities for the Oolark crew, however it is important that the Shyala arrive alive and in one piece.



Quagfliers are powered by Glitzer bugs and also use Glitzers to power the spotlights needed to track down hiding, and fleeing, Shyala. Each Oolark squad customises their Quagflier, with competition between rival squads getting pretty intense. The Quagfliers take a bit of a beating each time they go out on a raid, and so adhoc repairs between hunts is the norm. Quagfliers are fast and brutal, as are the Oolarks that use them”.



This is an extract from the entire list of back story provided by the website, on the competition’s page.



Currently I’ve sketched a concept I like and I am now further refining the thumbnail to a worked up rendered and functionally believable design. At the moment the aesthetic and functional details of the ship are being improved upon and addressed each day, whilst being sure to adhere to the competition’s requirements.




My thinking process concerning the design of the spaceship, is that it’s intended to not be too large in scale, considering only roughly 24 personnel inhabit it. So I’m contemplating the dimensions will be somewhere between what the size of the Star Wars AT-ST is and the Firefly Serenity spacecraft.



The nose section of the ship is where the spotter will be positioned, which is akin to a bunker-like structure, to protect the creature from incoming attack. The middle section is the crew’s quarters and passageway to get to different sections of the vehicle. On the exterior of this area that is visible is the airlock, for the Oolark to enter and leave the vehicle when it’s docked. Furthermore a fire escape will be implemented, with stairs running along the outside of the vessel, creating an entry point from the crew quarters. This is in case of emergencies so that the crew can flee this way, if the ship crashes. The back segment of the craft is where the engine and other componentry are housed, as well as where the vacuum generator is situated that the Oolark use to capture glitzers with, to power the vessel, while on journeys. The glitzers are also stored in a chamber that the Oolark crew can observe and check the quantity they have attained, which is positioned where the crew quarters is. The pointed shaped end of the ship, below the engineering area acts as both one part of the ship’s anchor/ landing device and is the prison quarters, where the captured Shyala are confined. Limited windowing and horrid conditions in this branch of the vessel, signal the lack of morality of the Oolark, as expressed in the brief, thus providing quarters similar to a jar with small holes in it, to trap and yet still marginally keep alive insects. Speaking earlier of landing devices, the other developed brakes are the telescopic steel and rectangular struts, which shift in and out of the housings, located on the sides of the engineering section. These devices coupled together, create a triangular anchored system that work by digging into the surface below that the ship hovers above. The final aspect of the ship is the cockpit, operated by the driver, who sits in a cabin overlooking the rest of the ship. This is designed to mirror the bottom section of the craft and was influenced by the form of a scorpion tail and the crow’s nest of a traditional ship. 



Overall I hope you have all enjoyed this body of work and please look forward to hopefully next week, in the next given post.



As usual remember to stay tuned every Friday, or at the least please be prepared for any delays, but that will come with notifications, to explain the post’s absence.


Also please like and follow my other domains at

www.marcforzadesign.blogspot.com
http://au.linkedin.com/pub/marc-forza/1a/681/b78
http://dbvc-grad.com/students/marc-forza
http://marcforza.cghub.com/
http://www.sketchtheatre.com/profile/


I also do in fact have a DeviantArt profile, but please keep in mind it has yet to be updated properly. You can find it below at:

http://mforza1987.deviantart.com/


Please feel free to leave your opinions and constructive advice below and on the blog.
   

Thank you.


About Me

My photo
Adelaide, South Australia, Australia
From a young age, Marc Forza has always had a creative flair. He specialises in concept art/ design, graphic design, illustration and industrial design, with interests in fine art, consumer electronics, biomimicry, automotive design, branding and science fiction. Marc also enjoys creating portraits for clients. Marc shares his portfolio, process and development on this blog, as well as on facebook, at Marc Forza Design. I hope you enjoy what you see and return often. Thank you.