Sunday, February 5, 2017

Jeremiah Baker - Hammer

ghosted painted black

ghosted with material assignments

render 01

render 02



Concept:
     This hammer was inspired by the rock hammer used in 'The Shawshank Redemption'. 

Modeling Techniques:

     For the head, I decided to try out the creation from curves instead of solid objects. Creating the curves and basic shape turned out to be the easy part. After extruding the curves for the head into solid object, I used a small fillet on the edges to smooth out the surface. I wanted to add some weathering to the head, so I created some other basic filleted objects and used Boolean Difference to cut out a few divots.
     For the handle, I created the base shape and extruded it up into a handle. I then exploded the object and used control points to warp the handle into shape. Then, I used a larger fillet on the ends.
     The metal dowels were created with simple cylinders that were filleted on the edges.

Materials:
     For the handle, I used the procedural wood texture and scaled down the rings so they would fit more with the accurate size of the model. The metal dowels were created using a rough steel texture. I wanted the head to look worn, so I used a scaled down old steel texture with an applied bump map to add some divots and make it look a bit worn.


Michelle Ignacz: Week 04 Mouse


Mouse No Naked Edges

Mouse Layers

Mouse Shot 01

Mouse Shot 02


For design influences, I had used the idea of a morse code machine for the mouse. The original concept is based off of a foot pedal instead of a hand held one but I adapted it to fit my needs as I added the buttons and a palm rest that only allows you to move the mouse if your hand is resting upon it. If it is moved otherwise it will not recognize the action. No more accidentally hitting the mouse and sending the cursor off into space.

For modeling concepts I primarily used a mixture of creating my main objects by line segments, mirroring it, and then extruding the curves. After that most of my objects are a conglomeration of boolean union and boolean difference. For wire use I had used line segments and pipes to give it the nice cord for the mouse to attach. Similar to the hammer project, I just kept trying to fill what was structurally sound on the mouse, such as how it attaches and the like, for the main design and construct.

On materials, I kept it pretty simple with a black walnut wood for the main base, a rough plastic for the center piece, all screws and some cylinder bases have brass hammered metal as their material. The arm and cylinders have stainless steel brushed to bring out the contrast. The feet, the palm pad, the buttons, and the wire all use a rubber material for comfort use and the sake of safety in electrical wires. After that I used an emissive white light for the laser eye at the bottom of the mouse. I was going for a traditional/steampunk style. I feel like by using a pop-like metal appearance around the dark wood would draw the user's eyes to all of the additional attachments on the mouse. 

Saturday, February 4, 2017

Michelle Ignacz: Week 04 Hammer

Hammer No Naked Edges

Hammer Layers

Hammer Shot01

Hammer Shot 02

Hammer Shot 03

Design Influence


 For design influence I had used the idea of a gun shell attached to the end of a hammer and having a standard handle to hold. I gave it a round ball edge so that whenever the user is swing away and feels that their hand is too close to hammer's head, they would have the ball their to prevent them from going down any further. It also helps add more potential weight onto the hammer for a harder impact upon any surface.
For modeling I basically created my own hammer head by creating my own line segments as a base and then extruding the curves to form the head. To help give it more roundness around the head, I applied a sphere and controlled pointed the segments so that they were more round. I ended up keeping the sphere just due to its interesting flavor it gave to the hammer. It helped break up the straight shot look. I continued to use the line segments and the sphere to keep modeling further down to the handle and back up. Most of the bottom section of the hammer, I had used mirror and then extrudecrvs to give it a balanced look. For any indentation present, I used a mixture of booleandifference and trim to help achieve the desired look. The only place where I applied a different technique was on the handle where I had used pipe and then booleandifference to give a hand grip to the hammer. I did have to work my way around some issues on the head by duplicating the head twice and employing a mixture of trim and booleandifference to achieve the faces that I wanted and joining them to the body I needed. After all this, I used filletedge to give a more rounded surface that gives it a more solid feel and not something so static and factory-cut.
 Sticking to a basic material layout, I applied anodized brushed black to the head and handle, aluminum hammered around the base of the hammer and handle, and brass squares to the ball for the pop effect. I wanted a simple etiquette appearance of the hammer and not draw too much attention around flashy colors. I felt that simplicity was a good choice for the material selection.

timothy smiley Hammer




concept

A regular old hammer just wouldn't do for me. I need something far more grand then that for my designs. I looked up war hammer and stumbled across some cool designs and so  started drawing up some concepts for an interesting compositions. It was hard to come up with something that I liked but I found something that worked and modeled it

modeling techniques

I was amazed at how easy the hammer head was once I connected the curves just right it just came together with the sweep 2 command and it looked great. the base i did with another revolve and it all made exactly what I wanted. I am really beginning to see the value of nurbs modeling and it raw power.

materials

I love the brassy look on things so I went with a gold texture and used cherry wood on the handle. With time maybe i could learn how to put multiple texture together in keyshot and make some grunge texture to add interest. 


timothy smiley Mouse





concept

I wanted to make a robotic mouse rather then making a computer mouse.I ended up making it look kind of like a computer mouse but the idea is that it's a drone that moves around and scouts small hard to reach places.

modeling techniques

I used a sphere and made a simple cage edit to create the basic shape. I did the same to make the ear shape. I used an extruded sphere to make the eyes and added little bolt details to them. The crease in the body was made by boolean differencing a square into the body

materials choices

I used a chrome steel polished material on the body because I wanted it to feel cold and metallic for the robot. The gunmetal was used on the eyes to create a contrast in material to break it up. For some reason making the ears and nose that purple worked well so i left it as it is. 





Wednesday, February 1, 2017

Kyle Walker: Week 1 Ducky


ghost
 back
 front

Inspiration and Influences
The inspiration I used to make this duck was a duck with a graduation cap.

Modeling techniques
I followed the tutorial and then for the cap I used a Boolean to merge a cube and a sphere and then used an other Boolean to cut out the sphere to fit the ducks head.

Material and lighting
On the duck's body and beak I used a glossy plastic material, and the eyes I used a shiny glass like material,
lastly the hat was a plastic like material as well.

Kyle Walker: Week 1 Castle

Castle 
 front
 top


Inspiration and Influences
The influence I used for this were of some European castle that had several towers and large courtyard.

Modeling techniques
I used several cubes to make the small stone towers, and a cylinder for the other towers and cones for the roofs.

Material and lighting
The materials I use were a stone texture for the towers and wood texture for the roofs.