Monday, February 9, 2015

Roman Hunt: Week 4: Flashlight Sleeve 3

None of the flashlight sleeves I created for this week were driven by inspiration or deliberate artistic expression. Rather, they are the result of experimentation, of trying out the various techniques covered in the previous class and attempting to use them in various combinations to create forms that, if not necessarily meaningful or beautiful, are at least detailed enough to be visually interesting and of sufficient consistency to be aesthetically pleasing. For each sleeve, I used the BooleanUnion command to merge the various objects together, giving the sleeves a sense of being a single piece rather than an assembled conglomerate.

Most of the details in the sleeve are a result of editing a curve using the CurveBoolean command. A rectangle split down the middle vertically was used as a base, with various Polylines, circles, and other shapes used to create details. Once a single curve was created from these using the CurveBoolean command, its edges were softened via the Fillet command. After this, the Revolve command was used to create a 3D base for the sleeve. Bumps and indents were created by using spheres and cones in conjunction with the ArrayPolar, BooleanUnion, and BooleanDifference commands. The BooleanDifference and ArrayPolar commands were also used with cylinders to create the holes along the middle. Finally, the Interpolate Points, Loft, Mirror and Trim commands were used to make the two wide holes.

For this particular sleeve, I used a wood material, hoping to create the impression of a hand-carved piece.
Ghosted
Layers
Render 1
Render 2

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