Showing posts with label Castle. Show all posts
Showing posts with label Castle. Show all posts

Monday, September 12, 2022

Alexandra Escobedo: Weeks 1-4 Castle

Inspiration

My inspiration for my castle model was a mix of three things (and influenced by the fact that I am brand new to 3D modeling): Professor Scott's own Castle Model from his YouTube video, the structure of an atom, and the structure of a bacteriophage, or virus. I followed his tutorial up until a certain point, and began conjuring up ideas of how to add my own touches to the model. I thought of the structure of an atom in terms of having a focal point of the "nucleus" surrounded by the "electrons", along with the abrasive elements of certain types of bacteriophage structures with sharp edges and curvilinear structures surrounding the external areas.


Professor Scott Castle Model

Atomic Structure

Bacteriophage Model 01

Bacteriophage Model 02

Process

I began modeling starting with the central base of the structure, utilizing the cylinder shape and proceeding forward with a series of variously sized cones, multiple torus structures, truncated cones, spheres, and pyramids. Focusing on achieving the main structure I wanted to replicate later on, I made the model curvilinear in the sense of having all elements surround the "nucleus", expanding outward with cylindrical extensions that connect to the visibly sharp, and stacked structures. In order to maintain contrast and dynamism to the model I was mindful of how and where curvilinear and rectilinear elements were utilized in proximity to one another, and how I could play with visual levels in terms of height differences in the elements.

Wireframe with Layers

Wireframe

Ghosted with Layers

Materials
I chose to use the various Blender material pairings of jewelry (the gold), brush metal (silver), and glass for the platform of the model. These particular materials were utilized for the purpose of accentuating the curvilinear and rectilinear edges with a strong visual focus on the smooth and sharp areas of the model. I added lighting to certain areas of my castle model to further emphasize the various, contrasting edges and show the indentations of the elements that make up the model. The combination of lighting and harsh visual accentuation of the model's elements were to give a visual heaviness to the overall structure, and a sense of abrasiveness given how the two types of bacteriophage structures are bold and foreboding themselves.
Aerial View

High Angle View

Pedestrian View


Brittany Han: Week 1 Castle

    

     Inspiration:

I wanted to make a castle that was a little off the books but could still be recognized as

a castle if anyone were to look at it. This is where I had the idea to make a giant bouncy castle.

I searched around the internet for possible ways to make this happen and found this big event

bounce house. I knew I wanted to do something similar, but have the insides be connected to 

the main bounce house unlike this one where the smaller bounce houses sit atop it. 


Modeling:

The main primitives that I used while modeling my castle were cylinders. Its a very 

common shape seen on all bouncy castles. I wanted my design to be more cohesive then my 

inspiration so I kept it simple with the small tower tops that are seen. While not visible here I 

wanted the castle to be completely accessible without having to leave the structure, so there are 

slide and climbing walls that connect the large main base to the smaller satellite castles.

Materials

For my materials I went with the materials one would usually find on a bounce house. The 

main framework and bounce pads are made of plastic for easy inflation. The side walls are made 

of mesh. The ground is simply solid green material, since I couldn't find a grass material in the 

version of Keyshot. 

               Birdseye View 


                    Pedestrian View 


                    Main Overview 

 

 

 






Sunday, September 11, 2022

Eugenio Gonzalez Lazo: Week 1 Spaceship

 

  1. Inspiration: The main inspiration of my model is just based on a typical toy spaceship. I wanted to go with the overall shape of these toy spaceships, but instead of incorporating pointy corners, I wanted it to be more round in shape. The curves provided an almost egg like feature that allowed it to resemble a spaceship that looked more realistic.


  2. Process: My first main issue came with how I began to build the overall body of the ship. I initially placed a cylinder on Rhino, hoping to then modify the shape to provide that ovalness to it, but I quickly realized that I was making my life harder than it needed to be, and that a sphere scaled in the Y axis (Scale 1D) could help achieve the same result I was looking for. When designing the red pieces to connect the engine, I was only going to use a rectangle to connect the engines to the ship. This looked a bit rough as the circular engine did not look like it was secure on the rectangle, so I added a second red cylinder on top of the engine, which I then angled the top surface towards the ship and then extruded the angled surface (Extrude Surface) into the body of the ship. When I finished designing the red legs, I decided to use an array (Polar Array) to create the 4 legs. It took a few tries, but I finally understood what each subcommand asked me to do. This placed all 4 legs and engines every 90 degrees from the center of the ship. The body of the ship was originally just a sphere. However, it needed something on the sides of it, so I decided to (Split) it in half by creating a surface right down the middle of the ship in order to use it as a cutting object. Finally, when creating the window, i created a white cylinder perpendicular to the ship, then I created a smaller window cylinder inside of the white cylinder in order to cut a big hole from the ship and a hole from the window frame. I then combined the window frame (Group) with the rest of the body of the ship to have them become the same object. 




  3. Materials: For the body of the ship, I used Aluminum Rough because I really liked how it have the ship this matte, brand new rocket ship look. For the the red pieces of the model, I went with Paint Gloss Red #2 because I wanted these accents to be super glossy in contrast with the body. Lastly, for the Window, I used Glass Heavy Frost Bright Blue since it gave the window this playful, cartoony blue tint. For lighting, I wanted to go with a minimalist studio environment, and I chose a basic 3 Point Lighting map. It initially looked very evenly lit, but I wanted it to again look more realistic, so I kept the overhead light as is, but modified the key and fill angles to better illuminate different parts of the ship.




Lindsey Nguyen: Week 1 Castle

Design Intent: 

The concept of my project is based off the castle from an anime show, Attack on Titan. The castle is located in the middle of the Shiganshina District. The inspiration was I wanted more of a simple, rigid, realistic castle that I wanted to base off something I have seen. I didn’t want a fantasy like castle, but more realistic but not too much like the ones we see today.

Reference


Modeling Techniques:

 After attempting the many different methods of this program, the tools that I mainly used to create my castle were a lot of arrays, shape tools, and holes. I started off with a simple rectangle based to start off the first floor of my castle. Then proceeding off with my tower, creating a long slim rectangle, then a cube on top, then finally a pyramid. Knowing what we learned from class, I decided to use the array tool, but originally started off with the rectangular array, as my castle is boxy and not structured circular. I was able to create three more towers easily in a few seconds. However, one tower needed to be adjusted to be taller and thicker. I implemented the 3D and 2D scaling and it made things go quicker and faster. Then I placed my second rectangle box on top then, repeated the rectangle array from the towers around the second rectangle box, as well as scaling them with the 3D and 2D tool. I then added thin rectangle walls on the edge of the top of the rectangles, to give an edge look that castles usually have. Then proceeded with smaller rectangles on top of them to give that wall look, I first created one then used the linear array which would make it go linearly next to each other. Lastly, I added my last box on top and created holes for my windows. I started with my windows in my tower, making the hole then mirroring. Then I continued with the main levels and created holes by the mirror hole tool as well. Lastly, with my last box I used to create the whole both ways so it would go through the last box. Materials : I discovered the many different textures and materials before finalizing on what I wanted my castle to be displayed as. I wanted to go for more of a darker color theme, almost like a haunted house or goth vibe. Having the white color over my materials and texture didn’t really stand out for me and I wanted it to be like a bold statement but not too loud. For the towers, I went for the gem material and colored it black, as it made the castle really engrossing. Then for most of the rest of the materials, I chose to go with metal and similar shades of gray or white. Metal went well with the gem material, so did glass but I wanted the model to be realistic and not really the “fantasy” type. The lighting I chose was the interior lighting as it was the most vivid lighting to show the metal and gem nicely.


Ghosted Image with Layers

Ghosted Image


Materials : 


I discovered the many different textures and materials before finalizing on what I wanted my castle to be displayed as. I wanted to go for more of a darker color theme, almost like a haunted house or goth vibe. Having the white color over my materials and texture didn’t really stand out for me and I wanted it to be like a bold statement but not too loud. For the towers, I went for the gem material and colored it black, as it made the castle really engrossing. Then for most of the rest of the materials, I chose to go with metal and similar shades of gray or white. Metal went well with the gem material, so did glass but I wanted the model to be realistic and not really the “fantasy” type. The lighting I chose was the interior lighting as it was the most vivid lighting to show the metal and gem nicely. 



Bird's Eye

Perspective

Pedestrian

Perspective part 2









Saturday, September 10, 2022

Faith Romero : Week 1 Castle

Inspiration 
Butrón Castle Ref 2

Butrón Castle Ref 1

The castle I chose for my inspiration is the Butrón Castle, I chose to model this castle because of the layers it has. Although the castle is small it has a lot of depth and height with varying spires. I thought it would be a good challenge to create a model with a lot of geometry in a small area. 

Process

Ghosted without globe

Ghosted with globe
I began by creating the main element of the castle the base using a rectangle, I built on top of that creating the second and third later. Once I found the appropriate height for all the base layers I began creating the first layer of spires. From looking at my reference shots the spire varied in height around the base. Beginning with the main cycle I built up with a TCone flared up to add depth and on the biggest spire, I added a few detailed pieces. I continued to add spires to the main door area, choosing to close the top with a pyramid to add variation along with a small pyramid for accent. I moved up to the next layers I made cylinders with different lengths and widths to fit in the areas. I changed the tops to make contrast making the middle layer a cone with a sphere to accent and for the top layer, I used a tube to make it look like a platform to stand on. Finally, I added details such as windows and a big main door. I created these shapes by combining a rectangle and a cylinder and trimmed the overlapping cylinder. I finished my model by adding a flag pole to the top using simple shapes like a cylinder and a rectangle.  

Materials

Birdseye without globe
Birdseye with globe
Pedestrian View
When choosing the materials my initial intention was to go with materials that matched the Burton castle but when I saw the materials on Keyshot I couldn't find any that I really loved on the model. I choose to go with plastic materials I choose varying roughnesses. The main color I went with was a light grey for the main part of the castle, for the spires I choose different shades of blue for depth, to add a contrasting color for some accents I went with yellow/gold plastic. The window was a glass material that shows through the castle walls. I limited the materials I used to create unity throughout the piece. The lighting I used was basic lighting, it was able to show reflections in the castle due to the different roughness of the plastics.    

Edits

I added a base and a snow globe over the castle, both a ghosted and rendered view are shown with and without the globe. I changed the original yellow color on one of the spires to blue, I used a polar array to add more details and adjusted the size, and I edited the bridge from overlapping the main part of the building.

Previous Model

Thessa Vu - Assignment 1 - Castle


Inspiration
My castle was inspired by the old castles and cathedrals of Europe. Along with the basic grouped together building look, I tried to incorporate parts of the architecture like the spires and the window placements. Although I incorporated the old stone look, I did give it more of a bright, fantasy-like appearance rather than the grand, historic appearance as in the references.

Castle Reference

Cathedral Reference


Process
For my model, I first started off by building the base and basic castle shape using the box, cylinder, and pyramid tools. After placing the shapes where I wanted them and being satisfied with the overall composition, I started to add the details. I created a small rectangle for the windows and used the linear array tool to multiply it. I then used the Boolean difference tool to cut out the rectangular shapes from the walls of the castle. For the smaller details like the flags, I used the line and shape tools to draw out the shapes. After, I trimmed the unnecessary parts, joined the open curves into one closed curve, then extruded it. I copied and pasted these parts and put them where they were needed until I finished the model.


Ghosted - Naked Edges

Ghosted - Layers


Materials

For my model, I used a total of seven materials. The walls of the castle are made of a white translucent ceramic material with the addition of a downloaded brick texture to give it the old European architecture feeling. For the roof, stairs, fountain, and outer walls of the castle, I used two multi-layer optics materials, one being the low-pass filter 500nm and the other the high-pass filter 750nm. Because there were no leaf related materials, I used the sponge material for the foliage and colored it green, and the dirt underneath the foliage is made of old wood planks. For the base of the whole castle, I applied the champagne fizz paint material and finished it off by using a white leather material for the flags. Overall, I tried to give my castle an aesthetic design rather than a realistic one. I applied mostly blue lighting around the model and added tints of pink and yellow for a bright and happy tone for the piece.


Ghosted

Bird's Eye View

Pedestrian View


















Thursday, September 8, 2022

Yadira Anguiano: Week #1 Castle

 
Design Intent

The intent of this project was to use rhino modeling fundamentals to model a castle. For my castle, I decided to imagine a 3D version of a cartoon castle. I'm a fan of Adventure Time, so I wanted to model a version of Princess Bubblegum's castle (also called the Candy Kingdom). The castle needed to capture a cartoon-like feel to match the source material. Below is a reference photo I used. While I wanted to create a version of the castle, I wanted to focus on the main structure rather than all of the extra elements of the kingdom. 



References







Modeling Techniques



Ghosted

I began modeling the castle by creating reference curves. I made sure to keep grid snap and O-snaps on while creating these references to ensure clean modeling later on. The castle base is made with basic primitives, stacked on top of one another and then boolean-ed together to create one solid. For the castle frills, I began by drawing a rectangle curve. I edited the base rectangle by adding curve points and creating a round side. From there, I extruded the curve and then used Array Polar to circle the entire span of the castle. For the tree branches/tower base shapes, I first used a curve followed by the pipe command to create a solid. To create slightly cartoon-ish tower triangle tops, I used the bend command on a pyramid primitive. For any doorways or windows, I created a sort of "hole punch" shaped cylinder, positioned it accordingly, and then used boolean difference. 



Bird's eye
Materials

Returning to the original source material and design intent, I decided to choose bright and smooth materials. The majority of the castle uses either smooth or shiny plastic in assorted colors. As for the environment, I decided to use an outside field to simulate outdoor lighting. I made sure to turn up brightness for all lighting situations to match the cartoon theme. 


    




Pedestrian's view




Perspective


Monday, February 3, 2020

Drew Psencik: Project 1 Castle

Design Intent:

When I initially explored the castle assignment, I knew I wanted to create something based on traditional castles with a fairly simple design, this allowed me to explore the many tools of Rhino and create a piece with detail. This also allowed me to create a basic environment around the castle to ground the piece.




Techniques:

I started by using several basic geometric shapes to create the initial design. Then I used a combination of rectangular array and Boolean differences to create the details around the castle and the bridge in front. These techniques were also used for the moat surrounding the castle and the bridge.

Material Choices:

Since this was a tradition castle style, I wanted to use a simple stone texture for the castle itself while also using wood textures for the bridges and gates. This would give some contrast to the design and help the viewer see them. For the moat I was able to use the basic water texture with displacement to create a realistic river. Lastly, for the grass I used a simple green matte texture to simulate grass along the sides of the moat.