Showing posts with label Hammer. Show all posts
Showing posts with label Hammer. Show all posts

Saturday, February 29, 2020

Twinkle Shah: Hammer Model


Concept
For this project, I tried a different approach and decided to do some brainstorming on paper before working in Rhino. I did some sketching, and found a reference of a walking stick that gave me some inspiration for the shape and form of the 3rd hammer I sketched below. This is ultimately the one I chose because I found the shape unique, ergonomic, sleek, and minimalistic. 
Ideation Sketches

Victorian Walking Stick - Inspiration for form of the hammer


Rhino Model with Layers

Rhino Model Ghosted Painted Black

Rendered Hammer Model

Rendered Hammer Model - Perspective Shot


Process
To make the hammer model transform from a sketch to a 3D model, I started out by perfecting a curve for the head, and a curve for the handle, and then piped the two with flat caps. I then joined the 2 and then worked on trimming the 2 ends of the pipe for the head into a shape that would be suitable for hammering. Next, I extracted a subcurve from the curve I used for the pipe, and then moved it closer to the edge where the pink silicone part would be on the handle. I then duplicated the handle and then trimmed out the pink piece from the duplicate, and then capped that with an extrusion from the subcurve, and then joined the 2 pieces back together. I repeated this for the top of the hammer as well. Next I added some chamfers at the bottom of the handle, and at the 2 sides of the hammer head. 

Then it was time for rendering. After I assigned my materials and set up my environment and lighting, I took the images into Photoshop and gave more shading and highlights to the pink silicone parts, because I could not get it to look realistic enough in Keyshot. I used the dodging and burning tools in Photoshop and dropped the opacity of those adjusted layers, and changed the mode to soft light. I think the result was much more realistic looking than the 2D plastic look from before. I also toned down some of the highlights on the metal because they looked too dramatic next to the silicone's.

Materials
I wanted to keep the materials simple and straightforward, so I stuck to only 2 materials: a silicone/rubber type material, and a silver metal. For the silicone, I used a Axalta painted plastic, and added some more dimension to it with the dodging and burning tools in Photoshop to make it appear more realistic and more like silicone. The metal is a Zinc with a radial brushed texture, which I think turned out to compliment the form of this hammer well.

Monday, February 17, 2020

Vee Valavil: Week 5 Hammer Project

Vee Valavil: Week 5 Hammer Project

Inspiration/Influences

I designed the hammer with parts from a Gavel (popularly used by judges in court) and a sledgehammer.

I included the design aspect of the face part of a gavel and the center head part of a sledgehammer.





Modeling Techniques

I created the face with two rounded parts on either side of the head. I used fillet techniques to fillet the edges of the truncated cone and make the edges rounder.

The head is the green part of the hammer which is intended to be the heaviest part of the hammer. Within the head is a cylinder which is made of metal to add weight. Around the inner cylinder and between the face and green head are some patterns of sticks in a crisscross form. The yellow sticks are entrenched in between two deep red metallic rings and the green head. I used the Revolve Command for the sticks. This pattern surrounds the inner cylinder and adds a variety of design to the hammer.

The neck (glossy red color) connects the green head to the remaining handle with stacked golden and red truncated pyramids. I scaled the truncated pyramid that connects the head to the handle for better support.

The grip (or base) of the hammer has a repetition of the hammer face part. The grip also has the same pattern of the crisscross yellow stick design. The yellow sticks are entrenched in between two deep red metallic rings.

Scaling and rotation were used for most of the parts.






Keyshot Materials

Face

Material: Red metal

Color: Matte Red



Rings

Material: Metallic Paint

Color: Deep Red Paint


Head

Material: Metal

Color: Candy Green Paint



Inner Cylinder (Located inside Head)

Material: Metal

Color: Matte Red



Neck/ Handle

Material: Metal

Color: Paint Gloss Red/ Metallic Yellow Paint



Yellow Stick Design

Material: Plastic

Color: Metallic Yellow Paint


 




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.