Monday, February 29, 2016

Devan Mitchell: week 6 detergent

Concept: I was inspired by interesting padded structures like chairs or leather jackets. The relief shapes on the bottle implement this.  

Modeling Techniques: I used sweep 2 for the padded structures, basic shape, and intersecting parts. I used a combination of helix, flow along curve perpendicular, fillet, and boolean difference to create the thread. All edges were then filleted. During filleting, which was the last step, it was clear to me that the basic shape that I had started with had been split in the process of making a sweep 2 because I used too many intersections. I have figured out a better way of using sweep 2 and have learned from this mistake. 

Materials: I used shinny plastic to make my edges pop and for it to appear as though it is a normal household item. 

Devan Mitchell: week 4 hammer

Concept: I wanted to make a mutant or alien hammer. The spikes are rose thorns. This is a simple object made to look odd. 

Modeling Techniques: I used sweep 2 to make the thorns and the orient on curve and array curve to align it on the hammer. The basic shape was made by extrude or using curves for sweep 2. The different pieces were then boolean unioned and filleted to the final result.  


Materials: This is a shinny plastic. I wanted it to look alien or foreign. 

Devan Mitchell: week 4 mouse

Concept: The concept of this mouse was based off of a typical computer mouse with a few irregularities such as the cord which is very textured. 

Modeling Techniques: The use loft to create the basic shape and then sweep 2 to create the bottom. The sweep 2 was made from filleted line. The buttons and scroll ball were a combination of extrude and or boolean difference. The cord was made with orient on curve and array curve. All other edges were filleted.


Materials: The materials used were glossy plastic. 

Devan Mitchell: week 8 prosthesis


Concept: I was inspired by Fractal geometry in nature. This design emulates the decay of wood. The geometry was created from an ancient fractal geometry.


Modeling Techniques: I used Network surface to make the basic leg shape and offset surface to make the object solid. I use pipe and difference to make all the wood lines. I used sweep 2 to make the top section. I used project to make the wood lines and the fractal cut outs. Some of the more complex shapes were implemented form a series of different techniques.


Materials: I had two versions that I liked one was made out of wood and the other has the top part made out of metal and the bottom made out of a reflective white painted surface. 

Thomas Perugini: Midterm Prosthetic Accessory

Concept: The idea behind this project is to emulate medieval leg and foot armor. While it draws from European armors of history, it remains within the proportions of the human leg, creating a more streamlined, and less bulky aesthetic. Inspiration mainly comes from sets of German Gothic knight armor. The name "Sabaton" is derived from the name of a knights foot armor, the sabatons.



Strategies: The general forms of the shin and foot were created with curve networks. The buckles are filleted curves that were extruded, and circles fixed on either side. The strap is two rectangles that were swept along a rail on the back of the boot. The purple plates on top of the base shape were made from larger versions of the leg/foot, but with many portions trimmed away. The bolts on the sides are spheres.


Materials: To keep with the lightweight and easily accessible material, much of the prosthetic is hard plastic. The belt is leather, and buckles are a rough brass metal.




Nathan Bower - Prosthetic Accessory


Concept: The Guardian is supposed to display a strong-rigid structure. I gave the Guardian an appearance similar to a modern military armor. When split in half, front and back, the holes would be used to tie laces to hold the halves together, for ease of putting the prosthetic accessory onto the prosthetic leg.

Materials: The Guardian would be constructed from lightweight study aluminum to best relate to it being designed to look strong and sturdy.

Austin Bower - Prosthetic Accessory


Gundam MK1 concept: I got the idea for this model for one of favorite TV shows as a kid.  I wanted to design one prosthetic more robotic then the others. This model was designed to fit tightly on the knee joint of the prosthetic and not to be removed




Spiral concept: This model was partially inspired by the old glass coke-cola, but otherwise I was just going for a nice spiral look so the prosthetic would not have sharp edge.  






The Knight concept: The original thought behind was based off a MTG card, then I was just going for a knight's armor look.





The Warrior concept: This model started out as just trying to be a stream line design, but i did not like how it turn out so i changed it for more of a samurai style. The other idea is that each side can be switch around for an asymmetrical  look





Technique: I created all models in Maya. Most of the models where does the a series of extrudes, blend deforms and twist deforms. One was mold form several planes by moving vertices into place.  Then I moved them to Rhino to apply the materials 

Rafael Garcia: Ronin - Prosthetic Accessory

Concept: For my design I wanted to try and emulate a futuristic armored samurai boot frequently found in video game designs. The design is seen throughout anime, video games, and comic books. The general shape was easy enough to come up with, but finding a pattern to emphasize pieces was was a bit more difficult. I looked up  art of that time (flags etc.) and found a pattern I thought would be great for this accessory.




Technique: I love Command: _SrfPt. Absolutely fantastic for low poly designs. I used the perspective method to draw the general shape underway. I then used _SrfPt to make divisions and add pieces building upwards, each connected to the pipe.The facets would clip on to the pipe. I made the pattern for the surfaces with heavy contrast lines in Inkscape and exported to be used as a color texture in keyshot. To get the general shape I outlined my own leg in photoshop with a mirror and then detailed it.






 Materials: I chose to combine wood and carbon fiber in my first render. I feel that it keeps the samurai origin/future feel and are very sturdy materials. The second render is primarily see-trough plastic. This would be very cost effective and would clip on to the pipe easily in segments. The emissive aspects would be LE wire wrapped around the surface to help the futuristic look.  Ideally carbon fiber would be used for flexibility and sturdiness.


Alec McKay - 3D Print: A Joyous Mug



Concept: After seeing several interesting mug shapes, from those designed to hold a cookie inside to those that are shaped like various animals, I decided I wanted to do my own design for a coffee mug. A Joyous Mug came about from my desire to create a mug with a surprise on the inside that reveals itself as the drinker finishes their coffee. From there, I was inspired to make a mug that looked quite dark on the outside, but with a shining smile on the inside. The ring of semi-spheres was inspired by a common decoration for dungeon levels in Mario, which is a single row of silver spikes on a dark grey background. I decided to do spheres rather than spikes so as not to stab the coffee drinker’s chin.


Modeling Techniques: The cup shape was created with a Sweep around two curves, using circles to create a round mug shape and Offset to make it hollow. The top edges were rounded off with filleted edges for smooth drinking. I created the face by starting with a sphere, and then building other shapes to use for a Boolean Difference for the facial details. A polar array followed by a Boolean Union created the ring of semi-spheres around the top.



Materials: The mug is made of a glossy ceramic material, as most mugs are. The outside coloring was designed to be similar to my inspiration for the outside, with dark grey for most of the mug and the semi-spheres painted a light grey. On the inside, the colors were inspired by emoticons, with a bright yellow face, round black eyes, and a bright red for the inside of the mouth.