Showing posts with label MelanieEstes spring2017 elds205 prosthesis week5 week8. Show all posts
Showing posts with label MelanieEstes spring2017 elds205 prosthesis week5 week8. Show all posts

Monday, February 20, 2017

Melanie Estes: Week 5-8 Prosthesis

Drawings with notes

     After seeing the example legs of the woman in the video shown in class, I wanted to play with doing something clear. I like the aesthetic of water and wavy forms and decided to do a sort of water scene that descends further into the ocean as it goes further down the leg. I thought about how to incorporate the inside structure and decided to use an underwater vent that releases bubbles of air that climb around the structure. I plan to include lights inside that light up the bubbles and the magma looking in the bottom of the foot. I used this image for reference.

Example from TED video with Aimee Mullins of clear material

     My design is mostly organic looking as opposed to the other more mechanical prosthesis. I am making use of the network surface tool by drawing many bumpy and wavy curves to make an uneven surface. I am using boolean union to add items, such as the underwater vent, and to subtract areas, such as the indented cave in the inside curve of the foot. I will use altered spheres to create the bubbles that climb up the structure of the leg. I also plan to use curves and network surface to make the waves, only with gentler wavy lines. But I am looking into alternate ways to create that water effect.
Images imported into Rhino

In-process

     So far I have created the basic structure of the entire prosthetic and cut away the foot area to focus on it. The first foot I made was smooth like the rest of the leg, so I tested some ideas on it and decided to do another foot. This second foot is much rougher, as I believe rock should be. I have created the indention and will soon add the arching piece of rock. I have used curves and network surface to create all thus far. But for the vents, I first created a truncated cone and pipe to use as reference when drawing the curves. After making the surface, I used offset to make it a solid piece. I have been filleting my edges as I go. I am making the fillets uneven by adding additional handles to add to the more imperfect aspect of rock.

Curve Networks

     I completed the foot by creating a lumpy shape and adding and subtracting various parts of it around the foot, then filleting or chamfering the edges. I added the arching shape by creating the surface out of a network of curves and using boolean union. I added the bottom area of lava by coping the bottom surface of the food and extruding it to make a separate surface. I filleted the bottom of the rocky part and combined the two. I made the lava trails by drawing curves on top of the foot surface using the interpolate curve on surface tool. I used these curves to split the surface. I then added depth by offsetting the surface. I used the process of taking a curve from an edge, piping it, using boolean difference, deleting the indented surfaces, and combining them again with blend surface. I created both the vent on the ankle and the vent on the outside of the foot with their own curve networks. I combined all of the pieces with boolean union and fixed any naked edges. To be able to separate the materials, I then exploded a copy and assigned the various surfaces to the appropriate layers.
     The internal structure of the leg comes directly out of the main vent. I used the smaller sized pipe provided and scaled it up. To make the bubbles, I used the tool discussed in class called flow along surface. I created the surface to flow by making many ellipses of varied sizes. I trimmed off the bottoms and used boolean union to attach them to a flat rectangle. I had used the create uv curves tool to determine the right size to make the surface. After flowing the bubbles along the pipe, I adjusted and combined them with the pipe itself into one piece. I made the area for the limb to fit using a curve network and offsetting it outwards.
     The water polysurface was initially created with the same curve network as the foot. For my first attempt at the water, I added some variances by turning on control points and adjusting some manually. I used this way to create the main wave coming off of the back-top end. I made the other waves in the same way: i drew a curve onto the surface, used it to split the surface, and extruding that surface to a point. I then manually edited those points as well to curve them. I made other imperfections in the surface by creating and editing ellipses, then subtracting them from the main piece. I filleted where possible. Other spots I made by drawing a curve on the surface and trimming out the space inside. I used a patch with the adjust tangency option on and joining the surfaces. 
     I originally tried to make whitewater by using the same method I did to add bubbles to the pipe. Unfortunately, because of the odd shaping of the waves, the bubbles were stretching in an unrealistic way. 
Original Attempt of the Water

Instead I drew curves on the surface, used them to split it, and offset the ends. I made sure they could join back to the the main piece to make a solid polysurface with no naked edges.
     After taking a break, I came back and researched about modeling water in Rhino. I began again with a clean surface of the water by using the curve network from the beginning. I found out about the heightfield tool from this website. Using these two images, I created surfaces using heightfield. I created the UV curve to use flow along surface. I adjusted the scale of the waters so they would fit. I used the surface where the waves gradually tapered off for the main body of the leg, so that the waves decreased as it went down the leg. I created a top using patch and used the other wave surface on that piece. I combined the two pieces using blend surface. While this does not match my original idea and reference drawings, I like the way it turned out. The waves are more gentle and natural, as opposed to harsh surfaces coming off to a sharp point.

(There are four images of the edges because it was difficult to fit the whole model in one shot.)

Ghosted Painted Black 1

Ghosted Painted Black 2

Ghosted Painted Black 3

Ghosted Painted Black 4

     Because I wanted a rough and uneven texture, I was not able to rebuild everything to have a smaller point count. Therefore filleting and joining was a problem many times. I discovered the join edges tool, which can join edges that are slightly off from being on top of each other. I had to make extensive use of duplicating an edge, piping it, and using that to create a fillet. I also used curve networks and the network surface tool for almost all of the pieces. I made the water its own solid piece because, if made, I designed it to be a solid, clear material; so even if it is solid, the bubbles and vent would still be visible. The added area of lava at the very bottom acts like it's from a platform shoe.While the end mesh might not appear exactly as I wanted, I feel it looks close to how I imagined with the materials added.

3D Mesh to 2D Drawings

Layer Assignments

     To make the rocky material in keyshot, I used this tileable texture. I used it as-is for the color map, but took it into photoshop to turn it into a bump and then a specular map. I used an advanced material type and scaled the maps until it look alright. I did the same for the lava using this image, but added a bit of diffuse and specular transmission. I gave the metal pipe a hammered chrome material and the bubbles around it a slightly cloudy white plastic. I gave the water a regular clear glass material, but created a gradient image to give it the blue colors. I gave all aspects of the water a bump map I created from this image. I used another series of gradients on the white water to slowly go from the lightest blue to a gray to white. I made the sleeve have a mold-tech material scaled smaller and colored it white.
     
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