Tag Archives: curve network

WEEK 6 Progress

Leanne- Cake is almost done being modelled minus some work that needs to be done on details and creating closed surfaces. In our last post we were experimenting with creating the shape of the body and in this post I will show how I created the extremities and details (mostly commands such as surface network, ellipsoid by diameter, sphere by diameter, sweep2, boolean union, split, join, and by manipulating control points on objects).

 

First image

Above is the nearly finished version of Cake.

 

2nd Image

I started with the arms and eyes. The eyes were simply made with the command “elipsoid by diameter.” I took measurements directly off of the doll and made the elipsoids to this dimension. The arms were made by tracing a photo of the front view of Cake. I traced the arms and compared this with measurements directly from the model. I placed an elipse at the bottom of these two lines and did the Sweep 2 command. I then capped the holes to have closed objects.

 

3rd Image

Next I attempted the feet. I struggled with this a little bit. First I attempted a method using thenetworksrfc command (the brighter red foot on the right). I traced the shape of the bottomof the shoe off of the model, then created a wire frame of the shoe based off of photos and measurements. It was really hard to accurately measure and I realized I was getting too detailed. I was getting tired and the foot came out really terribly. I decided to try a new method. This was to manipulate control points on an ellipsoid. I manipulated them to match up with the actual footprint of cake and the outcome was much better than the first. I trimmed the new shoe with a plane (as you can see in the photo) and then capped the object.

 

4th Image

Finally I worked on the nose. It took a few tries to get it right. The first attempt was to manipulate control points on a sphere. The second was to take the profile, use photos and measurements and create a wireframe to run the networksrf command with. This did not work for me. It was too finicky and a waste of time. I ended up going back to manipulating surface points to get a desirable outcome. I did the same with the tip of the nose and have yet to figure out how to join these to objects.

 

 

 

 

 

 

 

 

 

 

 

VIK 1

Viktoria – My approach was to combine tools like pipe, surface curve, patch, loft.  I ran into issues in making the fingers – I attempted to pipe separations and then split the difference then fillet to smooth them but the effect was not entirely successful in making the hands accurate to the actual object.  I also had to reconsider some approaches when I considered the rendering requires, so make separate pieces that would be the different colours of the model. To make the face I traced the eye in front view from the photo then extruded through the torso booleaning difference to create a circle that warped to the contours of the torso then making surface curves to create the shape.  I had initially attempted to create the eyes using spheres but found that method inaccurate and harder to control.  I will rework the facial details in my next iteration for further accuracy and fidelity.  This current model is not ready for 3d printing yet as it is not water tight – there are some ‘messy’ bits on the inside that need to be cleaned up and edges that need to be closed.

VIK 2 VIK 3 VIK 4 VIK 5 VIK 6 VIK 7 VIK 8 VIK 9 VIK 10 VIK 11

In playing around with my renderings I had a few different approaches – I used matte paint materials for one model and metal paint materials for another.  The matte version (though more like the actual model) came out looking dull in the render.  The shinier metal paints gave the rendered model more dimensionality and liveliness but is less true to the actual model.  I also realized in rendering that I am missing an orange arm patch on one arm, and that the back of the mouth/throat needs to be separated in my Rhino model so that I can colour it separately

lVIKTORIA RENDER 1VIKTORIA RENDER 2 VIKTORIA RENDER 3 VIKTORIA RENDER 4

Modelling Olaf 3

This week Darcy and I worked on modelling the face which required a variety of attempts and methods to accomplish. Using a curve network and then editing control points to shape the smile and correct the volume was one method. In order to get both sides of the face to be symmetrical, One half of the face was modified and then mirrored.

olaf_controlpts

 

olaf_fullbody

 

The other method was using horizontal slices at different heights  and then lofting them together to produce the face volume. This made the bottom part of the face look good, but distorted the top half. Then we tried using vertical slices cut along diagonals of the face and creating a curve network from those. This produced a good top half of the face but distorted the bottom half. Next we tried putting those two together but couldn’t get them to connect properly.

week3_3

week3_2

week3

week3_4

Once the face was completed, we created the eyes using distorted spheres, and the teeth with a curve network. After that we boolean union all the parts together to get ready for printing. We ran into some difficulties when trying to mesh the object which required repairing some shapes to eliminate naked edges and make it a closed solid and Andy helped us with manifold edges and how to fix them. Now we are ready for printing.

olaf_both_tinkerine

Curved surface experiments

I began the construction of the head by experimenting with a variety of different methods to create curved surface from our section cuts. As seen below, I tried lofting, revolving and network surface. Although it is tricky to build the curves so you get any surface at all let alone an accurate representation, I had the best results from network surface. I continued to build my model from that technique.

From my sections and elevations, I traced the image and projected the curves onto the surface of the head. Then I experimented with different ways to model the hair on his head. First I modeled every strand of hair using my new found tool, network surface. It created an appealing result because it really got the volume and shape of the hair. But I realized I was getting too detailed and was working on a scale that was too detailed to come across in the printed model. As a result, I used the projected lines to split the head into hair and face and scaled the face down to create the hair line. Then, I added the facial features using shapes.

head
lofting, revolve, curve network surface with construction lines.
head details
projected lines on head, hair attempt 1, hair attempt 2 with facial features

 

 

Continuing with more section cuts the team and I created, I was able to create the torso and the legs using Network Surface. The section cuts did not play a major role in my final product but it did help me make more sense of the shape I was making.

more sections
The section cuts I traced and used the picture and section intervals to place them in their actual place in space. They turned out to be the most helpful but I did end up using them as a way to check to make sure the shapes I were making were the proper shape.
torso and leg
Began to construct the body starting with the torso and legs with the intent of adding the pants and more complex geometry on top of the torso to sculpt the muscles.

Bambi Part 2

Modelling Bambi this week involved a lot of testing of various commands and methods. Throughout the week, Vivian and I spent most of our time testing and using the following commands to create surfaces: Sweep1, Sweep2, Curve Network, Loft, Edge Surface and Rail Revolve.

As mentioned in our last blog post, we started to build Bambi’s head by tracing and then “sweeping” in sections, hoping to get around the entire head piece by piece. However, that method led to many undesired bumps and rough edges that did not contribute to demonstrate the toy’s smooth surfaces.

After several tests using different commands, Vivian and I found that “Curve Network” gave the best result, resolving the issues of bumps and properly represented the sphere-like quality to Bambi’s head (see screenshot 1).

DM2_p2_Oct22_2

In addition, we decided that we want to allow the models’ head to rotate (see screenshot 2). We used “Revolve” to create a small nob embedded underneath Bambi’s head, with a gap of 1mm all around.

DM2_p2_Oct22_1

Bambi’s torso underwent much iteration. Screenshot 3 shows parts of the torso using “Loft”. We liked this method because it formed the arms, knees and body in one piece. The problem arose while attempting to loft the entire torso; surfaces disorderly bounced off of curves and jagged edges formed.

DM2_P2 - Oct 21 1000pm

Screenshot 4 shows a piece-by-piece attempt in resolving the torso. Vivian and I used “Sweep2” to create Bambi’s front and back. This was successful, however could not carry forward to the rest of the torso as smoothly as this portion, such as the knees or the arms.

DM2_P2 - Oct 21 1200am

A third attempt involved using “Curve Network”, where several lines had to be added in order to provide adequate direction (see screenshot 5). Some of these lines had to be estimated and adjusted from reference images. The resulting model looked good. Nevertheless, after mirror-ing the second half, the shape did not resemble Bambi.

DM2_P2 - Oct 22 1130pm

Lastly, a final method landed us in a good position for creating Bambi’s torso. Using the model formed by a combination of methods all of the above (ie. “Sweep2”, “Curve Network” and “Loft”), we used a command that extracted curves in specific vertical increments. By adjusting each of those curves to smooth the edges produced in the third attempt, we were able to obtain the model shown in Screenshot 6.

DM2_P2 - Oct 22 300pm

Vivian and I then continued to build the arms and hooves, with commands mentioned above including “Edge Surface”. These parts were not as complex as the main portion of the torso. Nonetheless, we are still stuck on closing off the top part of the arms.

DM2_P2 - Oct 22 1230pm

As we continued to trace our sliced model images to obtain Bambi’s form, these traces became references more than the actual curves used to build the model.

Modelling toy super hero

The initial steps involved spray foaming the toy and cutting it into sections. Cut lines were chosen based on what curves we thought would be  most important when 3D modelling. Once the cuts were brought in to Rhino, they were scaled and traced to create construction curves. Reference photos of the complete toy were then imported, scaled and arranged in space. The next step is to align the traced curves behind the reference photos and build a framework we can build from using curve network etc.

importing cut sections and tracing outlines
importing cut sections and tracing outlines
Tracing cuts with curves
Tracing cuts with curves
inserting and scaling reference photos
inserting and scaling reference photos

Olaf Part 2

Darcy Keester + Luis Puente

This past week we have tried to model all of the components of Olaf. We first worked on the body last week before realizing our photographs were not very accurate, so we scanned our pieces instead and re-modeled the body. Next we worked on some of the smaller details like the hairs, nose, and buttons (screenshots 1 and 4). Those were done using the sweep and loft commands. We also worked on the arms, which have turned out to be very tricky. Our first attempt used sweep to make the arm and then another sweep to make each finger, which as you can see from the screenshot (#2) below turned out looking not so great. In our next attempt we used only one sweep to get the arm then played with the control points to make each finger (screenshot 3). The trickiest part now is modelling his face. We made a first attempt, as seen below (screenshot 5), using a curve network with curves on the front, two sides, and two in between on his face. However, we decided we need more cuts to our model to more accurately make this part. So we are going to try two different methods of cutting it, since we already have scans of our cuts we figure we can  do that to see which one works better. One method will be similar to the idea of getting those curves down his face, like our first attempt, and the other will be to make horizontal cuts along his head. Besides that our next step is to figure out how to put each piece together and how to make it “solid” so it can be printed.

Olaf_hairnosehead Olaf_arm1 Olaf_arm2 Olaf_almostwhole Olaf_face