Showing posts with label DavidBillings. Show all posts
Showing posts with label DavidBillings. Show all posts

Thursday, December 11, 2014

David Billings: Week 10 : Waffles

My design intent for this piece was one that could display a unique form and shape while having a minimum number of waffle structuring to display this. Inspiration for this came from utilizing the basic shapes of geometry that would be easily recognizable in form with minimal structuring. 

Created in Rhino I used the boolean functions to combine cylinders, spheres and cones into the final shape. After using the provided scripts to waffle the structure I began selectively removing pieces in order to minimize the structure while retaining its form

The material I chose in keyshot was that of wood as it was intended to be cut out of, and not taken into a further material or direction than that.









Davi Billings: Project 4 Slots


My design intent for these pieces was to create something that could be utilized with different variations in order to assemble unique shapes and structures with a very simple yet adaptable base.

Created in Rhino I used the curve boolean function to create and edit the design, then using the array function to lay out enough pieces that would fit on the board. 






David Billings: week 11 : lamp

 My design intent when creating this piece was to have a radial lamp that could be displayed from either the top facing upwards or on its head. Additionally I wanted a lamp that would have a contrast between these two ends that allowed for a distinction between organic and hard surfaces. Inspiration for this came from lamps with contrasting shapes between their shades and bases and then applying that concept to the serialized form.

This was created in Rhino using 3 base shapes, a sphere, a cone, and a pyramid. Once they were booleaned together I elongated it to a desirable size and proportion then used the provided scripted to serial slice the model.

The materials I chose to represent this model in keyshot were a blue resin and a red metal with a specular finish. I chose these because they seemed to allow the lamp to be placed easily within a modern setting or environment.






David Billings week 15 : Chess Piece

My design intent for this piece was to create something both elegant and harsh in nature, I believe I accomplished this with the subtle curve given to its form while being composed only of sharp angles and edges. Inspirations and influences for this design includes combining the form of a orchid flower with that of a crystal while retaining a shape and proportion recognizable as a chess piece.

I created this model in Maya and did so by first creating the base and extruding upwards, adding variations and extrusions as I saw fit to better express my design.

The material I chose to render in keyshot was a high polished black metal. I chose this because I felt it added to the refined nature and elegant styling I was hoping to achieve.






Monday, October 13, 2014

David Billings: Assignment 1 Goblin

My design intent for this assignment is to see the detail limitations that are inherent with 3d printing a model in plastic. For this I will be using one of my high detail sculpts and progressively reduce its detail and alter it in order to make it comply with the 3d printers limits. The sculpt that I am using is based off of the following image:
This image of the card-art for Goblin Diplomats in Magic The Gathering is the only reference image available and as such this would also be the first 3D physical representation of this card once it is printed. Below you can see two views of the model in zbrush at its reduced detail version that complies with shapeways. Due to the very large and dense poly mesh on this sculpt I had to edit and reduce it entirely in zbrush as it would crash/slow down both maya and rhino when trying to edit it in them. In order to make sure that there are no naked edges I began the editing process by dynameshing the model which automatically fills holes and fuses intersecting mesh.
Below you can see the model uploaded to shapeways and ready to purchase. It took quite a while to edit the original model to something that would be possible to 3D print as there were quite a large number of small areas that would have either been too small or too thin to successfully print. However by using the inflate and remesher tools and general editing I was able to make the model pass each required checkpoint.
The below images are done in keyshot to represent what the finished product would look like in a red plastic, I chose red in the keyshot rather than white in order to better showcase details that still managed to stay with the model that would have been harder to see on a white plastic material.


Here is a picture of the final 3D print I received from shapeways.



David Billings: Assignment 2 Flashlight

Here is a flashlight case modeled in rhino, however as soon as I used the boolean tools it converted it into a polygonal based model rather than a nurbs one. This resulted in a rather dense and undesired meshflow however because it is being 3d printed and nothing else that effect is negligible. For inspiration I wanted to combine organic and hard-surface structures in the design so to accomplish that I have a transition from very structured cube attachments into smoother twisting designs that eventually lead into a row of indented domes.

Here is the flashlight sleeve uploaded to shapeways and ready to order, there were a few spots where it was too thin to print however they were easily fixed by moving the faces.
Here are two shots of the case rendered in keyshot with a white matte plastic material, this is because it would be the intended material it would be printed out of and the lighting used allows it to showcase the organic and hardsurface combinations.

Here is a picture of the final 3D print I received from shapeways.


David Billings: Assignment 3 Serial Slices

For this assignment I decided to slice a robot head I had modeled previously, this robot head was inspired from the storm troopers in the star wars franchise. It was modeled in Maya.

Here is the slice pattern for the robot head laid out on the cutting grid, I have taken out the hollow void that is originally in the model in the head in order to have a solid structure for the support rods to go through.
Below is the comparison in rhino between the original model and its sliced shaded counterpart.
 below are the keyshot renders of the sliced version, I chose this material because wood is a material that can be sliced using a lazer cutter and if I wanted could re-create it in wood. the lighting I chose was to better differentiate the individual layers.