Showing posts with label fall2020. Show all posts
Showing posts with label fall2020. Show all posts

Sunday, February 23, 2020

Drew Psencik: Project 4 Flashlight

Concept:

For this flashlight I wanted to steer away from the traditional, block design of a flashlight. I decided that I wanted the shape to mold to the hand more so it slowly tapers in the middle that will feel nicer to hold. After designing the curve and creating the detail. I wanted the flashlight to have another use. I designed a fixture at the front of the casing to hold little discs that will affect how the light escapes. These discs would be able to be switched out fairly easily.

Modeling Techniques:






To create the initial flashlight shape, I created a curve that would match the dimensions of the flashlight while also creating some detail on each of the caps. However the slot in the top was designed at the end. I then took the outer wall and curved it in to create a more ergonomic feel. I then used the revolve tool to create the shape. From there I created a simple smooth line and used the vacuum command to shrink the line to the case and used polar array to copy them around. The slot was created by using booleanDifference on a combination of a cylinder and rectangle with a small notch out of one side. From there I modeled a disc with a star design on it, this would also have a nib sticking out allowing the disc to lock into the flashlight. 





Materials:





When texturing this flashlight I wanted to create a classy type of flashlight. I decided the combination of gold and a rich wood stain would match well and used that. The inside was a form of grid cutouts that gives the case a look that it has an additional layer adding depth. I textured the discs the same as the caps so that when inserted, they would disappear into the cap and the flashlight would just work.

Sunday, February 16, 2020

Drew Psencik: Project 3 Hammer

Concept:

For my hammer project, I decided to recreate a hammer from the video game Monster Hunter 2. Given that the game released in 2006, the reference is fairly old but still manages to show plenty of detail to create the hammer. Personally, I think that the oversize hammer head and spikes is quite a unique look and is very barbaric, which partly guided me to choose this.

Modeling Techniques


Initially, I imported the reference picture into Rhino using the pictureFrame command which allowed me to then create curves based on the reference directly. Once I had the basic shape created in 2D, started working on the hammer head and worked down from there. I created the spikes using the revolve command and placed them accordingly while also filleting the edges to create the rounded effect. From there I transferred to the shaft of the hammer which was a series of simple curve extrusions and fillets. I revolved for the end cap as well and tacked on the spikes after I created the hilt with curve extrusions and Boolean differences.

Material Assignments:


Since I created the model to be a tad smoother and modern I was able to use cleaner materials that really allowed for the light to catch. I used an aluminum material for the head but increased the roughness. I used the standard ash wood texture for the shaft. Lastly I used another metal material that was much darker and has less reflections.