Tag Archives: sweep

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

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.

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