Tag Archives: tracing

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

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.

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

“Starting Over”! Finn the Human Slices 2.0

Things have not been going quite right so I decided that perhaps I should rescan our slices, this time with a ruler to make scaling easier and more accurate. I also rescanned the slices thinking that one of the issues I might be having is that the slices in most cases are very different on the top than the bottom- example pictures included. At this point I was still thinking that the best way to go about modelling this little guy was to trace all these pieces (top and bottom), space them out accordingly (1cm), and create surfaces from those curves.

See how different one side of the slice is from the other? (ex 1.0 vs 1.1)

Also, I’ve mirrored the “.1” images so that it would be accurate from its “top” view (“looking down,  through” the spray foam rather than looking directly at the slice).

Starting a completely new file to avoid any scaling mistakes from before!

1.0 vs 1.1Second Week Slices

**Look at all those layers :S**

 

CAKE

We began by placing Cake in a box ans securing it with spray foam.

When we took Cake in a box into the shop we cut it down the center line, splitting the doll in two halves. From there we took vertical sections from one half and horizontal sections from the other, at 5 cm intervals always cutting to the right to make up for lost in the cut of the blade.

oct 21 - 3

 

After our sections were cut we lined them up and took photos to gain a detailed understanding of their dimensions.

At this point we began modeling and attempted several approaches to which included using volumes, the sections, and tracing of images.

first attempt at modeling
first attempt at modeling

Oct 21 - 4

 

Some issues we have run into so far are, the non uniform shape of Cake, and once we achieved a shape we liked we had issues with surface connections or edges and making them look smooth, and continuous.  We attempted to correct this with control points and are now trying new ways of approaching the body as we were not satisfied with the accuracy of the results.

oct 21 - 2

Yay to starting again.

Cyborg part 1

Daozhen and I started this project by gluing our toy within a cardboard box and filling it with foam.  We then marked off sections on the outside of the box which were later cut on a bandsaw.

blog1

The next step we took was to scan these sections and place them in Rhino.  We then organized these sections images along with front and side photos of the toy.  After doing so, we traced the sections using curves.

blog2

Currently I have been experimenting with the “surface from curve network” and “loft” commands to generate surfaces but have not been successful in creating very accurate surfaces.

I hope to iron out these issues by continuing to work with these commands and possibly make additional cuts to the toy.