Tuesday, April 26, 2016

Julio Romero: Pepakura







Last semester I made a land turtle for my final, so this semester I wanted to make a sea turtle. Instead of only using quads like last time, I wanted to distinguish the shell from the body using triangles. I also wanted to try to add some details to the shell.
I imported the original turtle file I used for my waffle structure project from Rhino into Maya so I could manipulate the vertices. The transfer between programs created a couple of problems, especially the areas where the shell and fins connected, as well as making a couple of triangles. I deleted the triangles as well as the problem areas, and then reconnected the fins using the bridge tool and merge vertex tool. After that I used the multi-cut tool to create new triangles that moved down the edge loops in a logical manner. I made small indentations in the shell by selecting edge loops and chamfering them, and then selecting the middle edge loop that was created and either scaling them inward or pulling them down from their normals. I also made two small stands by duplicating faces on both ends of the shell and extruding them downwards to the same height. I imported an .obj file into Pepakura Designer and made cut lines to separate the different pieces into edge loops and scaled it up to make the model about 4 feet long. When I exported that file and brought it into Rhino I removed a majority of the edge numbers because I prefer the look of it without them. The only ones I kept were the ones on flaps where it connected to itself and where it connected to another piece.
In KeyShot I used two different materials: one for the shell and another for the body parts. I used a rusted metal for the shell to give it a hard brown look and a soft green plastic for the body to give it a more tender feeling. I changed the background color to blue to make it look like it's swimming, and used a top and down view for shots of what it would look like depending on whether you're on the water surface or deeper.

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