Showing posts with label Christian. Show all posts
Showing posts with label Christian. Show all posts

Monday, October 7, 2013

Christian McKenzie - Week 3: Mouse



I wanted to make a mouse that would have the comfort of symmetry and a European feel. I was inspired by wooden barrels and the MINI cooper. I took two prominent aspects, the oval headlight and it's roof which is often segregated by a change in color or a design. I thought that a mouse would be comfortable if the scrolling button were on the side.

Modeling Techniques:
I used a combination of the techniques in the advanced mouse tutorial and the level 1 mouse tutorial.
  1. Loft: sides and top (I used curve to make simple curves arranged them along the appropriate axis)
  2. Mirror: side, buttons, and various curves (after creating the side loft to intersect the top loft, Mirrored it to create a symmetrical shape.
  3. Create solid (once I had the intersecting poly surfaces and cutting plane, I used this to create the basic solid.
  4. Filletedge ( Filleted all of the edges)
  5. extrude curve: buttons
  6. boolean intersect: buttons
  7. boolean difference: buttons and front split
Materials:
  I chose the materials as an alternative to the traditional plastic used to make the PC mouse.
  1. Plank wood: top and decorative top.
  2. Walnut: filleted sided and base and button accents
  3. Metallic paint Paint: buttons and fillet accent.
  4. Perforated leather: sided center stripe and top accent

Tuesday, October 1, 2013

Christian McKenzie - Week 2: Duck tutorial


I took inspiration for this project from a designer named Mr. Clement (http://www.mrclement.com/gallery/sculpture/). The perfume bottles. After watching the Rhino thread making tutorial I thought if I put the threads in the center of the models head it would look like a brain and that the model would be an interesting shape for a bottle.

Rhino Techniques and tools used:
  1.  Rebuild (To add more AV curves and controls point to the solids)
  2. Transform (set xyz coordinates (to flatten the base and sides of the solids)
  3. Project
  4. split (to out the various sections)
  5. Offset surface (to generate the interior)
  6. orient on surface(for the wings and the eyes and curve on the helix)
  7. Helix (for the threads)
  8. rail sweep(for the dimension of the threads on the helix) 
  9. cap (to close poly surfaces into solids)
  10. 2d and 3d scale (to size the threads and insure the screw and cap were functional)
  11.  Blend surface (to merge the solids into poly surfaces)
Materials:

  1. Clear Rough textured plastic: wings, legs, eyes and cap. ( I wanted to have some various textures as I intended the majority of the surface to be translucent.
  2. Clear shiny: head and body
  3. leather: for the grip( the texture next to the shiny and rough plastic is a nice contrast and breaks up the  dominantly translucent surfaces)
  4. Shiny clouded plastic: beak and threads ( keeps a nice continuity to the surface rather than an abrupt opaque solid paint) 
  5. Wavy Glass: fluid (   it looks like a convincing fluid I increased the scale of the wave texture.)
Enjoy,
Christian McKenzie