Wayne,
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Recently, I posted some examples of one of the brochures that have gone to print. I'm working on a second 11x17 brochure. The company creates a product that competes with other outfits that produce the same product but there are slight differences. They serve the same purpose in the end however. <HR></BLOCKQUOTE>
Before they start with a brochure, they should start doing their homework in marketing & analysis: search for a unique selling proposition. Check the 5 marketing elements. Define the product or the service strenghts. How the customers perceive their products and services. Followed by a definition of the goal - a very unique approach. That requires a bunch of qualified work.
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To set my client apart from the rest I had to find a legitimate reason why people should choose his product over theirs. Ok, enough boardroom crap. Essentially, his company and facilities are capable of producing custom sizes, metal gauge, and finish. I decided to capitalise on this fact and came up with this "hands on approach" angle. I came up with a 'Santa's elvs' concept.
BTW, the company makes wire grid decking for industrial type storage.
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You've tried your very best Wayne. But believe me, it's the same old problem over and over: the decision makers pass the task over to the designer without doing their homework first - it's like building a house without a rock solid base. And if it doesn't work, they blame the designer, even if they KNOW he did his best.
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Attatched, is the COVER wip.
In is rendered in Bryce. I used a combo of native boolean objects and 3ds imports. But adding miniture construction workers "makes" the image. I'm not saying it's spectacular by any means. I just thought it relayed the impression well.
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Pls don't get me wrong - I like your approach and execution with lots of details etc. However, the 'workers' turn the pictures to another level: at the first look it remembered me of the FISHER toy tool set (don't have the correct expression for it, you know these boxes for kids with parts that let them assemble cranes, caterpillars, trucks etc - they feature the same picturs in advertising. At least in Europe)
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A footnote to this though. It took some time to assemble properly in terms of sheer filesize. Very sluggish to navigate even in lowest res wireframe mode. I reduced the poly count as much as I could without trading quality. The original is 8.5 x 11 @ 300 ppi(1/2 the width of the brochure). It took 9 hours to render [img]/infopop/emoticons/icon_eek.gif[/img]
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Hell, if I wouldn't know better, I'd guess you did the rendering on a 286 with 16 MHz ;-}. I used to render a high poly scene on my 300 MHz laptop with 192 megs ram in a size of 8000 x 6.000 pixels in less than 70 minutes. There must be something wrong with your machine or your application. Gee, you really should try Cinema - it'll save you more time than you can imagine... Why do you use 'Bryce' for the rendering???? Though I'm not sure I would say that the same rendering in POVRay would have been finished in a fraction of the time you needed (you can i.e. export POV file format from Rhino - including light settings etc).
I'm producing lots of large 'negatives' for digital printing with a size of 75 x 50 cm = 29,5" x 19,7". However, I'm reducing the resolution to 200 dpi - that's more than sufficient. The average rendering time is between 30 and 45 minutes max(!) with a high poly scene. I import the pic into XARA X, add some headlines and copy, some vector graphics (CAD drawings), and produce a TIFF. Size is around 40 megs. For US$ 20 the digital printer prints this file on high glossy Kodak photo paper in the above mentioned size - and the result is razorsharp, crisp and breathtaking. Sharper than a 300 dpi offset print.
So, what's wrong with your setup? Did you forget to hug your machine every morning? ;-}}
Thumbs up,
jens
jens g.r. benthien
designer
http://jens.highspeedweb.net
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We can't solve problems by using the same kind of thinking we used when we created them.
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