Showing posts with label Adornment. Show all posts
Showing posts with label Adornment. Show all posts

Sunday, October 9, 2022

Eugenio Gonzalez Lazo: Week 7 Adornment

Concept/Inspiration: My idea for a halloween costume this year is to dress up as a Dallas Maverick's player. I have a few jerseys and shorts already, but I am taking this project as an opportunity to create an accessory for my costume. I immediately thought of creating a Championship style ring, but in order to meet the requirement of a minimum of 2.5 inches for our designs, I shifted the idea a little bit to create a more generic Dallas Mavs branded ring. 2.5 inches for a ring is insanely large, so in order to achieve this I decided to implement the design of the ring into knuckle dusters that are meant to fit in the index and the middle fingers. Another thing I quickly realized is ensuring that the rings are a fit is harder task to accomplish, so I decided to create my ring into two parts that - the top design of the Mavs Logo that does not have to be a certain size, and the ring portion that has to match the circumference of my fingers. Since I am lucky enough to own a 3D Printer, I was able to print out multiple sizes in order to match it closely.

 
Process: For the top portion of the ring, I started by using the Import command in order to bring in a vector file of the Dallas Mavs logo. Having a vector drawing of something you want to 3D model saves you a lot of time from having to trace the object, and allowed me to focus on the overall design of my ring. I then created a cylinder around the midpoint of the design to serve as the base for the logo. To create the "3D" aspect of the logo, I selected the curves from the logo (The blue, white and silver part of the logo for those familiar with the Mavs' logo) and used Extrude Surface to raise them above the top of the cylinder. Since the logo started off as a group of curves, I used the Cap command to create flat surfaces at on both the top and bottom, therefore turning these walls into solid objects. For the bottom portion of the ring meant to go around your fingers, I initially created a pair of cylinders, one smaller than the other, and was planning on splitting the difference to create the whole, but I quickly learned that I could simply create a torus and it even had rounded corners! Creating a torus is a lot better, since it is easier to quickly create it to accurately match the size of my fingers. I then used the Array command to quickly duplicate the size of the torus and used 2D Scale to change the size a bit and make it fit the other finger. Lastly, for the connecting rod, I used the Tangent command to quickly figure out the angle and length needed, but then went over with a cylinder shape.





Materials: For the Keyshot rendering, I wanted to use a metal material that allowed me to preview what the ring would look like when shiny, as I genuinely am interested in continuing to work on my design and create an actual ring out of it. However, for this project, I 3D printed my ring with blue PLA filament, I sanded it, primed it and then painted it with fine detail brushes to replicate the logo colors with acrylic paint. To finish it off, I glued it with hot glue (Amazon has not delivered my loctite glue).











Thessa Vu - Assignment 2 - Adornment

 

Inspiration

    I chose to make part of a costume based off the character named Venti from the game Genshin Impact. On the bottom left of his belt, Venti wears his "vision" which is what I chose to base my model off of. For the majority of it, I kept the key components like the center and the feathers; however, I added a few details like the keychain and the stripes of the wing.


Reference Images

Concept and Design


Process

    At the start of making my model, I used the polyline, square, and circle tools to create the base sketch of my model. After, I extruded the parts and used boolean difference to add the details. For the holes on the wing, I used the array tool before I used boolean difference. I used the extract isocurve tool to add the extra detail for the top of the wing and fix the placement of the keychain holes. I also used the fillet and chamfer tools to get rid of some of the hard edges like around the center piece and the sides of the stripes on the wing. Throughout the process, I used the linear dimensions tool to check my measurements.
Rhino Ghosted - Layers

Rhino Ghosted - Naked Edges


Rhino Ghosted - Orthographic
Materials

    In keyshot, I made the clear part of my model out of glass and the basis of the brooch out of brass with the texture called herringbone. The feathers at the bottom are made of a shiny blue translucent plastic. I added in the small blue and black parts and made those out of plastic as well. I also added an object behind the front part and made it into an emissive white light to make the model look like it glows. All my choices of material were to make it look like the original from the game. In the environment, I added pin lights to make the center part look shiny and adjusted everything to balance the light and shadow areas. I also adjusted the lights like this for the model shown being worn.

    

Keyshot Orthographic


Keyshot Worn


Keyshot Closeups


    For my actual 3D model, I made the base out of plastic and painted it a brass color. To add the glow of the center, I used glow in the dark paint and painted inside the center piece and the feathers. I used resin to fill in the center as a substitute for the glass as in the keyshot rendering. The chain and clasp, both of which were bought from Michaels, are made of iron. I took pictures of my 3D model in a well-lit room and edited the lighting afterwards to make it easier to see.


3D Model Orthographic


3D Model Worn


3D Model Worn Closeup

3D Model Closeups


3D Model Glow