Showing posts with label Lauren Barbieri. Show all posts
Showing posts with label Lauren Barbieri. Show all posts

Monday, May 1, 2017

Lauren Barbieri Week 13:Pepakura

The original work I actually designed in blender to learn the software earlier this year on my dad's old desktop. Imported to Maya and simplified and imported further into rhino for the export. I initially worked face by face, starting with the muzzle shape and moving down the body, extensively mirroring and joining, learning the existing shortcuts for skills I had already had. The original finished was around 500 so it wasn't too much work to simplify. It was a pretty lucky break to have already had such a low poly model handy. And Im glad I got to do a full body with so few polys.

Mesh
Mesh(left) and Nurbs(right)

Working in pepakura had it's own problems, primarily my initial difficulty in getting wineskin running on my MacBook. I had a slow start trying to figure out the design shape but I called on childhood experience of designing cutouts like this by hand, and once I got into that mental space it got a lot easier figuring out the shape Thinking about it as though it's something that exists, with the knowledge that soon it will. If that makes sense. My strategy at the start was to make it in rings, that can then connect strategically together, and for the most part that worked.

I started from the back legs and worked my way up.
I spray painted the dog black and then applied an acrylic gloss finish since scotties are generally black dogs. 





Thursday, April 13, 2017

Lauren Barbieri: week 12 Waffle lamp

concept
The exterior arms are supposed to be very organic and abstract. The interior form is supposed to be a kind of cage around the light source. The light hitting the upper points from below will hopefully create something like a candle flame effect. I wanted to have two levels of shade between the outside and the light source and really get the light to diffuse. 
technique
The original shape was made by warping control points on a sphere into the pointed shape and polar arraying to form 6 spines. In the center is a hollowed oval shape with a hole in the bottom where the lighting fixture will go. I then all Boolean un

ioned it all together.
Materials


Two different colors of wood on the exterior sections probably achieved through stains. The six spines are a darker tone and the horizontal segments are light to reflect more. the interior section is Plexiglass slightly orange toned. 
UPDATE: May 1, 2017

The pieces were laser cut and then stained before being joined together, I considered adding a gloss finish but ultimately decided that a more rustic look worked better.






Monday, April 3, 2017

Lauren Barbieri Week 11:laser engrave



concept
I drew this last year and have been waiting for an excuse to use it in something. A running theme in all my sketchbooks is these monstrous wolf creatures that pop up every 3 months or so. 

techniques
first I imported it into photoshop and sharpened and contrasted the image, then I moved into rhino to create the lines using network curves. Which didn't turn out quite as exciting as I hoped, so I imported the curves back into photoshop and made copies and fiddled with opacity finally adding a layer of generated fog.


final design

concept for Materials
The panel of wood I will use is going to be split into 2 halves. I'll sand them lightly and stain both different colors. I think the actual finished product will be more subtle in the color difference and have it reflect color but this render was meant to show the variation of the color. I want to have a Finish with a reasonably high gloss to pop the color.
UPDATE:May 1, 2017
I printed it and lightly sanded it, but I have yet to find a stain or die that interacts with the wood quite the way I was looking for. Still, I think the unfinished, unstained version looks fairly impressive. 




Monday, March 20, 2017

Lauren Barbieri:Week 10 Serial Slice







concept
The best among dogs, our dear friend Tucker, graciously posed for this model (when  bribed with enough treats). I wanted to keep it a little simple and cartoonish so it would look good when sliced. the eyes are hollow. I'm thinking I'll add glass or marble eyes to the inside. 
modeling
I Worked from primitives to form the basis of the face and muzzle using control points and Boolean operations. the ears and neck were made using sweep2.
The serial slice was created right along with the way the videos said. I created cores (3 in this case) and contouring them and the model, extruding the curves created by those contours to create a digital representation of what the final model will look like. Then I laid out the curves to fit on a reference panel. 


Tucker himself is a very big dog, the rest of his litter ended up around the size of a Labrador, but somehow tucker draws more comparisons to a Great Dane in size. so I really couldn't help having three sheets. 



materials
Tucker's coat is brindled. Inter-striped with blacks and whites and light brown, replicating it proved to be a challenge. So my attempt failed in some respects when transferred into Keyshot I couldn't get my texture map's tones to show quite as I'd like. Although it still came out a nice mottled brown. I applied a bump map of wood to make it look a little more rugged. In the real slice I haven't decided definitively towards what material to use but I am leaning towards cardboard, if only to keep it from getting too heavy. 
Update: May 1
It was cut out of a Home Depot box, And came out a little fatter than anticipated but still recognizable and not too warped. Then it was glued and spray painted black. I left a bit of the brown intentionally to mimic tucker's coloring.




Thursday, March 2, 2017

Prosthetic




Concept
read the full concept post here

I wanted to create an abstracted freeform looking shape and had varying levels of success at this. The shape came out well overall and I'm very proud of it. In the design stages I decided I wanted to stray away from shapes that conform too much to the shape of a leg, while still being functional as such, so there's a big hole in it showing the pipe The water design came around that, finding an excuse to have that shape and a good design reference for the kind of curves I wanted to have.
This early design features the hole in the front, the end result has the hole in the back for functionality's sake It's less likely to get caught on something that way. 




Modelling
 The base form of the leg was created using curves and then the sweep2, that got the baseline.
early attempts to create the abstract curvature I was going for were clumsy but the introduction of flow surface to my skill set made it much easier. 
in progress shot
the surface was created using extruded curves and then edge surfacing them and joining them together, and softening the edges. Then I wrapped it around the base leg using flowalongsrf and a lot of added randomized bubbles streaming up the top of the leg. Split along the surface of the leg and then joined. the interior section of the leg, necessary since this is a hollow object, was created by shrinking the base leg and extruding the edges where necessary to make it big enough to fit. The interior edge of the area with the hole was extruded inward in order to connect with the interior leg so I could split it in that spot. 


Materials
all glass, with a wavy bump map, different colors and levels of reflectivity were used throughout. The lighter parts have a higher reflectivity so they don't look too see through, and the darker parts have a lower reflectivity to accentuate the color. a matte black metal for the pipe and foot, I experimented with different metals but the shiny metals all distracted from the rest of the leg. 

Monday, February 13, 2017

Lauren Barbieri:Week 5: Prosthetic sketch





Concept
I wanted to work primarily with an abstracted shape and create something that would Have a really nice silhouette from all angles. And after a little playing around I settled on waves of water. washing around the leg.
 There are a lot of holes in this object and I will want to remember this is hypothetically something someone would wear so It will be part of the challenge to make the curvature of the leg in such a way that it is at least a little practical, that it won't catch on objects too easily. Depending on how durable the cover has to be a panel of see-through plastic could be added over the holes. The Prosthetic cover would attach by unscrewing the ankle joint and sliding it up over the pipe. the thickness will increase near the bottom and top. 
inspiration

Modelling
Im envisioning most of the modeling I will be doing as subtractive. Possibly also working off of projected and extruded curves to create the see through sections

Materials
I imagine a hard rubber plastic with mixed blue/sea-green and lightening at the edges. Slightly see-through and reflective. 







Monday, February 6, 2017

Lauren Barbieri: week 4 Hammer

ghosted views


shaded

render

closeup

Concept
I knew I didn't wan't to do a basic hammer starting out. so I started working on designs incorporating a wing pattern and ended up with a curvature that looked a lot more like a magic wand. And ended up with a circular shape. I felt it was important to make the metal part removable, as if the staffs could be replaced, a little practicality to offset a weapon that would probably be very impractical to physically use in a fight.
concept art

 Modelling
I made extensive use of curves on the designs. Those curves were then extruded and modified using planes and the splitting tool. Sweep2 was used on the metal that fits into the staff. I used fillet's to smooth the design( with some difficulty navigating the sharp curves).
Material
Smooth Silver makes up the base of the metal section, a shock of cool coloring to offset the warmer darker tones of the rest of the staff. The details are Gold and Bronze with the texture of hammered metal. A large gem is embedded in the 'eye' of the staff as well as 4 silver gems embedded in the silver in a gold casing. The Gems are two layers of emissive material with a mottled opacity map to give the look of some kind of magic glowing power. The staff is primarily a finely grained dark wood. Leather grips are bound in place by rings of gold To add a little color to the rest of the staff and to tie it in a little more with the metal part. Leather straps connect the metal section and the rest of the staff together.

Monday, January 30, 2017

Lauren Barbieri:Week3 LED Flashlight Sleeve







Concept
My concept was based primarily off of ornate mythological looking metalwork. That and I was looking for an excuse to practice making curves. One of my major focuses was getting those curves just right.
Modeling Techniques
I drew the shape of the base with the curve tool and then used revolve to create the main case. From there I created the curves for the metal work projected them onto the model split the curve into a surface, then scaled and extruded the surface multiple times. I then split the details using the casing as a cut object (and vice versa) then joined the segments. The rivets were duplicated using polar array as were the top and bottom spirals. 
Material and Lighting
The flashlight has a leather sleeve for a firm grip, an intricate and impractical bronze inlay metalwork hiding a factory made steel casing. Someone went to the trouble of buffing and scratching the bronze but the steel casing is practically factory new. Still there is a nice contrast between the bright bronze and the dark leather, and a flash of silvery steel as an accent color. 

Monday, January 23, 2017

Lauren Barbieri_Rubber Duck



Dinosaur pooltoy, the main texture is a rubber material with the details painted on. I wanted it to look kind of silly, it's got a goofy face. The mouth is based off of a turtles. The body is all the same mesh.

Lauren BarbieriWeek1_Castle











Concept: An island fortress and trade post Large circular towers jutting out of a harsh rock face. An overhanging rock structure with towers coming out off its underside.

Modelling techniques: mostly basic primitives, utilized a radial array and mirror extensively.
Materials: Dark rock on the cliffs a tanner marble for the towers and a deep brown wood for the balconies. played around with bump maps and specularity for the best effects.