Showing posts with label GabiBurton-Rodriguez. Show all posts
Showing posts with label GabiBurton-Rodriguez. Show all posts

Wednesday, May 29, 2013

Gabi Burton-Rodriguez: Week 10 Camera


Ghosted Black 


Mapped for Keyshot


Button Details


Lens Details


Screen Details



For this design I was inspired by the Samsung Galaxy point and shoot. I wanted to take that classic curve and apply it to a camera more along the lines of a compact DSLR. As with a lot of my designs I like to use a combination of smooth curving lines and sharper edges to create a dynamic form. I wanted to create something that was small enough to travel with, say, around Greece, hence the images depicted. However I wanted the used to still be able to capture high quality images, thus I implemented the zoom lens. For materials I used a combination of aluminum and hard plastics to create the body. Complete with a high quality glass lens and a leather strap for carrying. To model it I used blended surfaces, sweeps, and network surfaces, though I predominantly employed the use of blended surfaces to connect each face of the camera.

Sunday, May 19, 2013

Gabi Burton-Rodriguez: Week 8 Chair


Ghosted Black & Naked Edges


Mapped for Keyshot


Render Orthographic


Render Profile and Isometric


 Render Back Detail




My inspiration for this design heavily depended on the material choice I had in mind. I knew I wanted to design something that in a way challenged itself. ie. Wood and metal as the materials and a combination of angular and smooth curving lines. In designing the Rhye Recline, I often employed the use of Sweep2 and offset surface. In addition I used Crv2View to sculpt the organic profile of my wooden seat and backrest. I of course used piping and boolean unions frequently. When the piping was not smooth of I encountered a difficult to mend naked edge I used extract isocurve, trimmed, and repaired the surface with a loft or Sweep2. Overall I am very pleased with this design and feel that it achieved the sleek proud posture I was going for. In the end I chose a slightly rough titanium and deep mahogany for my materials. Wood and metal is notoriously sophisticated and contributed much of that to the design itself.

Wednesday, May 15, 2013

Gabi Burton-Rodriguez: Week 7 Lamp


Original Solid

Ghosted Black
Mapped for Keyshot

Laser Cut Templates


Orthographics and Isometrics


Lamp in Room







In designing this lamp I wanted to move away from simplistic modern design that I often try to achieve and explore something new. I wanted to create something for an eclectic environment, with warm light and a symmetrical yet sculptural presence. I found that I was greatly inspired by Spanish castles and towers. I wanted to capture the majesty of the turrets while still creating something grounded and strong. This lamp stands at 3' 6" tall, about 1' wide, and is in and of itself a sculptural piece. For my lighting, I chose a soft yellow vintage style bulb, and jimmy rigged a socket to fit it. I was determined to use that bulb. For materials in Keyshot I used a rough pine and warm wood plank. The finished mock-up is luann.

Tuesday, April 30, 2013

Gabi Burton-Rodriguez: Week 5 Sunglasses


Isometric Drawing


Orthographic Drawings


Ghosted Black With Orthographics


Ghosted Black With Orthographics and Naked Edges


Ghosted Black Folded


Naked Edges (The edges of the lens surface.)


Ghosted Mapped for Keyshot (Folded)


Ghosted Mapped for Keyshot



Isometric Polyshade


Orthographic Polyshade


Folded Polyshade



The concept for Polyshade was to design a fragmented frame that relied heavily on the lens to connect the bridge piece to the arm bands. I chose to use angular lines and faceted shapes to imply speed or energy, as Polyshade is geared towards a more athletic/active market. I then used smooth curves and surface transitions to contradict those angles, and make them more appealing as an accessory. The lens themselves follow the same motion through combining smooth curves with unexpected angles that sit to the outside of the face. For easy storage the Polyshade collapses to be easily slipped over a shirt pocket or thrown in a bag. When open however, the seams are invisible so as to maintain cohesive polygonal shapes along the arm bands. 

To model these sunglasses I began with my crv2view command, creating both lens and the initial reference for the arm bands. I networked my lens surfaces and later went back and added reinforcing arcs to achieve a more subtle concave shape. I tried to build a lot of this model used extruded curves and surfaces. This meant often employing my CreateSolid command. I felt that this was the most effective way to successfully model the bridge piece, the polygonal element on the arm band, and the nose support on the inside of the bridge. I filleted all my edges, but chose to use very fine fillets in some places. I wanted some surfaces to be smooth while others are sharper to tie the overall aesthetic back to my design concept. I also used this model as an opportunity to practice my helix threads, and thus modeled all the chrome hardware elements in full detail. 

Initially I wanted to use very monochromatic colors, strictly blacks and grays. Once importing in the key shot however I chose to introduce a subtle color, one that was fun and energetic, without drawing too much obnoxious attention. For the bridge I used a shiny hard plastic, and employed the same use of shiny hard plastic on the arm bands. For the polygonal elements however I used a softer rough black plastic in conjunction with the other shiny surfaces. I used chrome for all the hinges and screws to make them really pop against the black and to reinforce the industrial sort of design. 

While there are things I might approach differently in the future or things I might go back and alter, I am overall very pleased with the final product and feel that I learned a ton while modeling my Polyshades. I really enjoyed moving away from the use of simple extrusions and Boolean commands on this one and thoroughly enjoyed exploring my capabilities in working strictly from curves and surfaces. 









Monday, April 22, 2013

Gabi Burton-Rodriguez: Week4 USB


Rhino Ghosted Black


Rhino Mapped for Keyshot


Keyshot Render: Interior Detail


Keyshot Render: Notch Detail


Keyshot Render: Full Body


The design for this USB was very straight forward. I chose to use this project as a straight forward tutorial in using the background bit map. The extent of creative license I took was merely in the measurements. This however is not a reflection of my lack of creativity, commitment, or time. I rather wanted to follow the steps word for word, for the sake of practice in creating a clean cut model. I felt that in my detergent bottle I got a bit ahead of myself, and chose to use this project as a learning experience. 

The tutorial employed the used of Boolean differences and solid shapes. However in retrospect I would have preferred to offset surfaces for the filleted details on the sides. I used the trim command often and filleted all my edges. In addition I used the blend tool to resolves surface transitions.

 In applying my materials, I wanted to use a simple matte black and shiny black plastic with one another. This provides the user with clear tactile feedback, and allows light to reflect off the shiny plastic. 

Tuesday, April 9, 2013