Showing posts with label Christopher Clark. Show all posts
Showing posts with label Christopher Clark. Show all posts

Sunday, May 1, 2016

Christopher Clark: Waffle Structure



Statement of Purpose- When developing a concept, I wanted to create something that was related to waffle structures in some way, so the piece helped support the medium and vice versa. With this, I wanted to convey the thought of interlocking pieces and modularity in my design. I decided that gears most closely related to the concept I was attempting to achieve.


Design Intent- I wanted to make the piece modular, so that it could fit with itself if I ever printed more copies. I studied actual gears and how the ends were shaped and attempted to recreate this with curves and booleans. I also wanted the piece to be able to stand on its own, conveying the concept while allowing for thoughts of possibility,





Monday, April 4, 2016

Christopher Clark: "Celestial" Slots


Design inspiration- My main source of inspiration was the sun, and celetial bodies in general. This comes across in how all my pieces are radial, outstretched with curves or points. This also comes across in my final build in how much the piece stretches out to make contact with all the sections of space.


Techniques Used- Interpolate curves gave me most all of my organic lines, with the help of the grid snap on to create a better controlled curve. Array polar of course helped to create all of the radial shapes that supported my concept. Boolean curves was also used to find the most varied and unexpected shapes.



Monday, March 28, 2016

Christopher Clark: "Chest" Serial Slices


Concept- For this models concept, I designed something with the idea that the end product would be a still solid. With this in mind, I designed this chest to create a feeling of unattainability. The chest cannot be opened so it gives an uncomfortable feeling of an impossible goal, especially for those with a completionist nature.


Modeling Techniques- This was modeled using the usual booleans, fillets, and sweeps. A countour command was then used to get the the vertical slices of the outline. The outlines were than arranged into a few bounding boxes for laser cutting.


Materials-For the render, I tried to create a realistic rendition of a chest. I used a wood and leather texture for the chest and straps, and differing metals for the keyhole and handle. Gems were used for the spheres and titanitum for their bases.




Monday, February 29, 2016

Christopher Clark: "Elements" Prosthetic Accessory


Concept- For this model, I wanted to create a prosthetic that was inspired by nature and the elements. I attempted to incorporate the elements of earth fore water and air into my model. The rugged stone and vines with flowers represent earth, the red glass piece represent air, the base represents water, and the side openings represent air.


Modeling Techniques- I attempted to use a varied set of techniques for each element. Though there was a lot of using pipes alond with boolean union and difference to get the textered crevices I wanted. Projection was also used on the red piece as well as extrude curve for the middle gem.


Materials- Textures weren't too hard to consider due to the desire to match the elements. The base stone is a gravel texture, while the center piece is red and yellow glass. The remaining elements are different consistencies and colors of plastic.


Sunday, February 14, 2016

Christopher Clark Detergent Bottle


Concept- I modeled a pretty standard detergent bottle. The curved handle is based off of the attempts of off brand detergents to stick out somehow. The otherwise basic design also infers an off brand product.


Modeling Techniques- I used curves and sweeps to create the base of the bottle. I also used curves to create cutting planes to seperate the pieces and cap them off using trim and boolean union. I also made use of offset surfaces to create the label and some of the shape of the bottles base. I also used sweeps, trims, curves, and boolean union/difference to create the cap for the bottle.


Materials- I attempted to use bright contrasting colors create a brief awareness of the bottle, though the pair is contrasted by a neutral gray, all hard rough plastics. The label was a shiny texture to differentiate it from the rough plastics. I also attempted the liquid inside of the cap, going with a dark green color that many liquid detergents seem to have.



Christopher Clark USB


 Concept- For this model, I decided to model my own USB flash drive that I wear on my key chain. I feel that the compact design and rounded corners reminiscent of the base of a key make this flash drive a portable simplistic device. I also wanted to ensure that the flash drive wouldn't appear cheap or filmsy, so I made sure that the base was just big enough to give the flash drive a fullness without being bulky.


Modeling Techniques- I used a bitmap to model the head of this flash drive with an image. I offset curves in order to give the head of the flash drive depth, creating to surfaces and lofting them together. I used a similar technique for the rounded rectangular holes in the head. I also used Extrude Curves a lot this assignment, giving certain things length and creating the base for larger pieces, like the casing, which is extruded from a filleted circle and rectangle. I also, of course, filleted the edges in order to create a sleeker, more rounded flash drive.


Materials- I used a rough black plastic for the casing so as to best match my actual flash drive while also contributing to the infered stabilty and durability of the flash drive. I used an aluminum texture for the head of the flash drive because it reflected the light in the best way to match a flash drive. I did, however, use a different more specular material on the inner pieces of the head in order to make them more noticable in their darker casing and match an actual flash drive more closely.




Sunday, February 7, 2016

Christopher Clark Mouse



Concept- For this model, I wanted to create a more traditional mouse with a track ball attatched to the bottom. In order to vary the design, I added the circle pad onto the side of the mouse that was inspired by the 3ds circle pad. The placement of these elements is designed to be the more egonomic and comfortable position, which is another reason the track ball is at the bottom, due to my personal preference.


Modeling Techniques- Because we focused so much on fillets this week, I made sure to make use of it, allowing pieces to fit together without needing to shink the object tooo much. I also used a loft to create the base of the mouse, as well as a sweep2 to get the bottom edge into a nice curve shape. I also projected the buttons onto the mouse and used extrude curves and the usual booleans.


Materials- I used mostly rough plastics to give the mouse a matte appearance. The rough texture works best for giving a feeling of control, which best suits the primary needs of a mouse. I also used rubber material for the trackball and scroll wheel, contributing to the traditional mouse concept.


Christopher Clark Hammer





Concept- For this model, I decided to model a war hammer. I watned to model a tough, yet regal handle, so I made an indented leather handle with gems encrusted into it. I imagine that the notches in the hammers spiked side would be able to catch incoming blades.


Modeling Techniques- I also wanted to make sure that I had the same basic shapes as I would have had if I modeled the original hammer so I have the blunt side practically identical and the spiked side using the same boolean difference shape twice. I created a few circles and filleted their edges together to get the basic 2d shape of the handle before extruding the curve. The rest was mostly simple booleans, and fillets.



Materials- I used a few slightly metals to construct most of the hammer. I wanted to use a wooden texture on the neck and a leather texture on the grip so the hammer would look more varied. The gems are also not too pronounced so as to not take away from the main base.