Hello! Congrats on making it through the lesson. I have a couple of things that I want to share with you (and I deeply apologize for the wall of text):

FORM INTERSECTIONS

I found some of them to not be too clear (sometimes) how a form intersects with another. The lines defining intersections seem to be drawn through forms. I'd say this is a good way to think, but, to an onlooker, it doesn't do too well at defining the 3-dness of your forms. I think that, if drawing these intersections through the forms helps a lot with understanding how forms intersect with one another, continue to do what you are doing, with only further emphasizing the intersections that are visible. For clarity's sake, make forms' edges a little more defined, too.

Some of your linework can also be very wobbly and scratchy. Remember to not go over unsatisfactory lines with corrective passes as much as you can! This extends into your object drawings, too. If you have the time to, try to offset this by warming up with linework-focused exercises, like those found earlier in Drawabox. I found that doing so helped a lot, so it may help you too.

OBJECTS

It seems to me that in your XBOX controller, your orthographics were transfered visually rather than through measurements, I.E., you did not do the same measurements on the actaul drawing that you did on the orthographic. The whole reason you create orthographics is to understand your subject's form before re-constructing it on the page. If you aren't gonna adhere to your orthographics measurements, I say that doing them may end up being a waste of time. I think you've gained a better understanding of this as you've progressed through the lesson; I think you started to understand how to use (or avoid using) orthographics in an effective way.

Accros some of your subjects, I noticed that your contour texture work can sometimes not match up with your forms.

Your watch has some of its additional forms forms and lines running against the watch's contours. For example, the middle dial on the top of the watch looks like it has been tilted forward in your drawing, but, as seen on your reference, it stands upright alongside the rest of the watch's clock. Some of the small cut lines (especially

some of the ones to the left of the watch's clock) contradict the watch's curvature, making it a lot more flat than what I assume you wanted it to look like.

While the "Xs" on the front of your sneaker follow its form well, the hatching on the interior does not. I feel as if, because these lines don't seem to be convering to anything, they flatten the sneaker as a whole. The same thing applies to the shoe-patch- the way it's drawn tells me that you wanted the side of the shoe to be flat, which is contradictory to the shoe's silhouette, which makes itself out to be curved.

side note: On your stapler, I think that adding some shadows would've done a good job at emphasizing the stapler's form. I think it looks very 3-D, but it also looks like it contradicts the way you drew your bounding box (more on that later), so adding spme small extra shadows would help my brain focus more on the stapler rather than the box.

Something small that I've noticed is the lack of using lines to align some of your forms and details. Take those small circles beside the top screen on your DS as an example. In your reference, they appear to align together in what is a practically straight line along the DS's form. In practice, they appear to be out of line with eachother (especially since, horizontally, they don't align to one of the lines that you've made in your bounding box). Smaller things like this (others being- how the lines in the d-pad don't algin with eachother like in the reference, or how the square-shaped-thimg-at-the-bottom's vertical lines don't seem to be converging with your bounding box) really undermine the sense of form you're trying to create; something you want to avoid when trying to construct something that feels solid and believeable.

Something else that I've noticed is an ill-adherence to your self-made orthographics. For example, in the glasses drawing, your main drawings' box isn't subdivided like how the orthographics were. The glasses' form feels very flimsy, and it makes me think that you drew the glasses straight from observation, rather than breaking their form down and constructing it from the ground up. I don't know if this is mentionned anywhere in the course, but, to my understanding, drawing directly from observation isn't exactly the same as construction. While both things have you look at forms and how they sit in space, drawing from direct observation tends to focus more on an object as a whole (it's details, intricacies, and unique features), while construction aims to break said object down and understand how it should be built. I think you will get more out of these types of exercises if you use references as guides to help you with your construction, with them acting as blueprints of some-sort for you to imitate with your construction.

There are also some perspective-related mishaps that I've noticed. The side planes of your guitar's body don't converge similarly to your bounding box. This undermines the guitar's 3-D-ness. As previously mentioned, the bounding box around your stapler box looks skewed. Your stapler feels as if it's being observed from a different angle than the bounding box. A bounding box is used to give a good sense as to how you're looking at an object. It's better to use the box as a way of guaging a forms' perspective (or to guage HOW you are going to look at a form), rather than using it to guage smaller-detail proportions. For those smaller details, it may be more convenient to use orthrographics, or to construct additional forms inside or outside of your bounding box.

Overall, I've come away with the observations that, while your forms look very appealing to look at, I feel as if your exploration of constructing objects in 3-D leaned more towards observational drawing rather than raw form construction; something that will help build your understanding of how to create convincing objects without relying so heavily on reference photos.